Added weapon selection
This commit is contained in:
@@ -6,7 +6,7 @@
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[resource]
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script = ExtResource("1_tcis2")
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id = "launcher"
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name = "launcher"
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name = "Launcher"
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group = "explosion"
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scene = ExtResource("1_3oqtq")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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+27
-14
@@ -4,9 +4,10 @@ extends Node
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const PASSAGE = preload("res://game/passage.tscn")
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const AREA_MAP = preload("res://game/area_map/area_map.tscn")
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const WEAPON_SELECTION_SCREEN = preload("res://menu/ingame/weapon_selection_screen.tscn")
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var data : WorldData
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var world_data : WorldData
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var current_area : AreaData
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var current_stage : StageData
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var current_sector : SectorData
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@@ -14,6 +15,7 @@ var current_passage : PassageData
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var _current_passage_scene : Passage
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var _current_area_map_scene : AreaMap
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var weapon_selection_screen : WeaponSelectionScreen
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@onready var pause_screen : Control = $PauseScreen
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@@ -44,26 +46,28 @@ func start_game(game_data: GameData) -> void:
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return
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if SaveManager.player_data.is_new_game:
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_initialize_new_game()
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_create_game_map()
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_show_weapon_selection_screen()
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else:
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_create_game_map()
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func _initialize_new_game() -> void:
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for i in range(data.player_start_weapons.size()):
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SaveManager.player_data.weapons.append(data.player_start_weapons[i])
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SaveManager.player_data.is_new_game = false
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func _show_weapon_selection_screen() -> void:
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if weapon_selection_screen != null: weapon_selection_screen.queue_free()
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weapon_selection_screen = WEAPON_SELECTION_SCREEN.instantiate()
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add_child(weapon_selection_screen)
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weapon_selection_screen.world_data = world_data
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weapon_selection_screen.weapon_selected.connect(_on_weapon_selected)
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func _fill_data(game_data: GameData) -> bool:
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data = world_generator.generate(game_data.game_seed.hash())
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world_data = world_generator.generate(game_data.game_seed.hash())
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return _set_currents(game_data)
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func _set_currents(game_data: GameData) -> bool:
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if game_data.current_area_index >= data.areas.size(): return false
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current_area = data.areas[game_data.current_area_index]
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if game_data.current_area_index >= world_data.areas.size(): return false
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current_area = world_data.areas[game_data.current_area_index]
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if game_data.current_stage_index >= current_area.stages.size(): return false
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current_stage = current_area.stages[game_data.current_stage_index]
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@@ -81,7 +85,7 @@ func _process_to_next_area() -> void:
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print(SaveManager.game_data.current_area_index)
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if SaveManager.game_data.current_area_index >= data.areas.size():
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if SaveManager.game_data.current_area_index >= world_data.areas.size():
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SaveManager.delete_game_data()
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victory_screen.show()
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else:
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@@ -123,6 +127,15 @@ func _create_passage(passage_data: PassageData) -> void:
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_current_passage_scene.player_died.connect(_on_passage_player_died)
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func _on_weapon_selected(weapon_data: WeaponData) -> void:
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if weapon_selection_screen != null: weapon_selection_screen.queue_free()
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SaveManager.player_data.weapons.append(weapon_data)
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SaveManager.player_data.is_new_game = false
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SaveManager.save()
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_create_game_map()
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func _on_pause_screen_continue_game() -> void:
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pause_screen.hide()
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@@ -157,8 +170,8 @@ func _on_passage_completion() -> void:
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func _update_data_indexes() -> void:
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for area_index in range(data.areas.size()):
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var area := data.areas[area_index]
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for area_index in range(world_data.areas.size()):
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var area := world_data.areas[area_index]
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for stage_index in range(area.stages.size()):
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var stage := area.stages[stage_index]
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for sector_index in range(stage.sectors.size()):
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@@ -35,16 +35,18 @@ func _fill_areas(data : WorldData) -> void:
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func _fill_weapons(data : WorldData) -> void:
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var weapon_by_group : Dictionary[String, Array] = {}
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var weapons_by_group : Dictionary[String, Array] = {}
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for weapon in SaveManager.WEAPONS:
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if not weapon.group in weapon_by_group:
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weapon_by_group[weapon.group] = [] as Array[WeaponData]
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weapon_by_group[weapon.group].append(weapon)
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if not weapon.group in weapons_by_group:
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weapons_by_group[weapon.group] = [] as Array[WeaponData]
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weapons_by_group[weapon.group].append(weapon)
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for group in weapon_by_group:
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var array : Array[WeaponData] = weapon_by_group[group]
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for group in weapons_by_group:
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var array : Array[WeaponData] = weapons_by_group[group]
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if array.size() == 0: continue
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var index := weapon_rng.randi_range(1, array.size()) - 1
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data.player_start_weapons.append(array[index])
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data.player_start_weapons.shuffle()
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