Added weapon selection

This commit is contained in:
2025-12-18 16:08:46 +03:00
parent 1943c11b1c
commit d27721ecfc
9 changed files with 172 additions and 21 deletions
@@ -6,7 +6,7 @@
[resource] [resource]
script = ExtResource("1_tcis2") script = ExtResource("1_tcis2")
id = "launcher" id = "launcher"
name = "launcher" name = "Launcher"
group = "explosion" group = "explosion"
scene = ExtResource("1_3oqtq") scene = ExtResource("1_3oqtq")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
+26 -13
View File
@@ -4,9 +4,10 @@ extends Node
const PASSAGE = preload("res://game/passage.tscn") const PASSAGE = preload("res://game/passage.tscn")
const AREA_MAP = preload("res://game/area_map/area_map.tscn") const AREA_MAP = preload("res://game/area_map/area_map.tscn")
const WEAPON_SELECTION_SCREEN = preload("res://menu/ingame/weapon_selection_screen.tscn")
var data : WorldData var world_data : WorldData
var current_area : AreaData var current_area : AreaData
var current_stage : StageData var current_stage : StageData
var current_sector : SectorData var current_sector : SectorData
@@ -14,6 +15,7 @@ var current_passage : PassageData
var _current_passage_scene : Passage var _current_passage_scene : Passage
var _current_area_map_scene : AreaMap var _current_area_map_scene : AreaMap
var weapon_selection_screen : WeaponSelectionScreen
@onready var pause_screen : Control = $PauseScreen @onready var pause_screen : Control = $PauseScreen
@@ -44,26 +46,28 @@ func start_game(game_data: GameData) -> void:
return return
if SaveManager.player_data.is_new_game: if SaveManager.player_data.is_new_game:
_initialize_new_game() _show_weapon_selection_screen()
else:
_create_game_map() _create_game_map()
func _initialize_new_game() -> void: func _show_weapon_selection_screen() -> void:
for i in range(data.player_start_weapons.size()): if weapon_selection_screen != null: weapon_selection_screen.queue_free()
SaveManager.player_data.weapons.append(data.player_start_weapons[i]) weapon_selection_screen = WEAPON_SELECTION_SCREEN.instantiate()
SaveManager.player_data.is_new_game = false add_child(weapon_selection_screen)
weapon_selection_screen.world_data = world_data
weapon_selection_screen.weapon_selected.connect(_on_weapon_selected)
func _fill_data(game_data: GameData) -> bool: func _fill_data(game_data: GameData) -> bool:
data = world_generator.generate(game_data.game_seed.hash()) world_data = world_generator.generate(game_data.game_seed.hash())
return _set_currents(game_data) return _set_currents(game_data)
func _set_currents(game_data: GameData) -> bool: func _set_currents(game_data: GameData) -> bool:
if game_data.current_area_index >= data.areas.size(): return false if game_data.current_area_index >= world_data.areas.size(): return false
current_area = data.areas[game_data.current_area_index] current_area = world_data.areas[game_data.current_area_index]
if game_data.current_stage_index >= current_area.stages.size(): return false if game_data.current_stage_index >= current_area.stages.size(): return false
current_stage = current_area.stages[game_data.current_stage_index] current_stage = current_area.stages[game_data.current_stage_index]
@@ -81,7 +85,7 @@ func _process_to_next_area() -> void:
print(SaveManager.game_data.current_area_index) print(SaveManager.game_data.current_area_index)
if SaveManager.game_data.current_area_index >= data.areas.size(): if SaveManager.game_data.current_area_index >= world_data.areas.size():
SaveManager.delete_game_data() SaveManager.delete_game_data()
victory_screen.show() victory_screen.show()
else: else:
@@ -123,6 +127,15 @@ func _create_passage(passage_data: PassageData) -> void:
_current_passage_scene.player_died.connect(_on_passage_player_died) _current_passage_scene.player_died.connect(_on_passage_player_died)
func _on_weapon_selected(weapon_data: WeaponData) -> void:
if weapon_selection_screen != null: weapon_selection_screen.queue_free()
SaveManager.player_data.weapons.append(weapon_data)
SaveManager.player_data.is_new_game = false
SaveManager.save()
_create_game_map()
func _on_pause_screen_continue_game() -> void: func _on_pause_screen_continue_game() -> void:
pause_screen.hide() pause_screen.hide()
@@ -157,8 +170,8 @@ func _on_passage_completion() -> void:
func _update_data_indexes() -> void: func _update_data_indexes() -> void:
for area_index in range(data.areas.size()): for area_index in range(world_data.areas.size()):
var area := data.areas[area_index] var area := world_data.areas[area_index]
for stage_index in range(area.stages.size()): for stage_index in range(area.stages.size()):
var stage := area.stages[stage_index] var stage := area.stages[stage_index]
for sector_index in range(stage.sectors.size()): for sector_index in range(stage.sectors.size()):
+8 -6
View File
@@ -35,16 +35,18 @@ func _fill_areas(data : WorldData) -> void:
func _fill_weapons(data : WorldData) -> void: func _fill_weapons(data : WorldData) -> void:
var weapon_by_group : Dictionary[String, Array] = {} var weapons_by_group : Dictionary[String, Array] = {}
for weapon in SaveManager.WEAPONS: for weapon in SaveManager.WEAPONS:
if not weapon.group in weapon_by_group: if not weapon.group in weapons_by_group:
weapon_by_group[weapon.group] = [] as Array[WeaponData] weapons_by_group[weapon.group] = [] as Array[WeaponData]
weapon_by_group[weapon.group].append(weapon) weapons_by_group[weapon.group].append(weapon)
for group in weapon_by_group: for group in weapons_by_group:
var array : Array[WeaponData] = weapon_by_group[group] var array : Array[WeaponData] = weapons_by_group[group]
if array.size() == 0: continue if array.size() == 0: continue
var index := weapon_rng.randi_range(1, array.size()) - 1 var index := weapon_rng.randi_range(1, array.size()) - 1
data.player_start_weapons.append(array[index]) data.player_start_weapons.append(array[index])
data.player_start_weapons.shuffle()
+39
View File
@@ -0,0 +1,39 @@
class_name WeaponSelectionScreen
extends Control
signal weapon_selected(weapon_data: WeaponData)
const WEAPON_SELECTOR = preload("res://menu/ingame/weapon_selector.tscn")
@export var world_data : WorldData:
set = _set_world_data
@onready var weapon_selectors : Control = $%WeaponSelectors
func _set_world_data(data: WorldData) -> void:
world_data = data
for child in weapon_selectors.get_children():
child.queue_free()
if world_data == null: return
var selectors : Array[WeaponSelector] = []
for weapon_data in world_data.player_start_weapons:
var selector : WeaponSelector = WEAPON_SELECTOR.instantiate()
weapon_selectors.add_child(selector)
selector.weapon_data = weapon_data
selectors.append(selector)
selector.weapon_selected.connect(_on_weapon_selected)
if selectors.size() > 0:
selectors[0].button.grab_focus()
func _on_weapon_selected(weapon_data: WeaponData) -> void:
weapon_selected.emit(weapon_data)
@@ -0,0 +1 @@
uid://6isk1tmc2ik1
+38
View File
@@ -0,0 +1,38 @@
[gd_scene load_steps=2 format=3 uid="uid://cv122gw47cnun"]
[ext_resource type="Script" uid="uid://6isk1tmc2ik1" path="res://menu/ingame/weapon_selection_screen.gd" id="1_hl2ql"]
[node name="WeaponSelectionScreen" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_hl2ql")
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 0
offset_right = 640.0
offset_bottom = 360.0
theme_override_constants/margin_left = 16
theme_override_constants/margin_top = 16
theme_override_constants/margin_right = 16
theme_override_constants/margin_bottom = 16
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2
alignment = 1
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 0
text = "Select your first weapon"
[node name="WeaponSelectors" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
alignment = 1
+25
View File
@@ -0,0 +1,25 @@
class_name WeaponSelector
extends Control
signal weapon_selected(weapon_data: WeaponData)
@export var weapon_data: WeaponData:
set = _set_weapon_data
@onready var name_label : Label = $%NameLabel
@onready var button : Button = $%Button
func _set_weapon_data(data: WeaponData) -> void:
weapon_data = data
if weapon_data == null: return
name_label.text = weapon_data.name
func _on_button_pressed() -> void:
weapon_selected.emit(weapon_data)
+1
View File
@@ -0,0 +1 @@
uid://beiydi6w6gqqc
+32
View File
@@ -0,0 +1,32 @@
[gd_scene load_steps=3 format=3 uid="uid://1o3idp54lil2"]
[ext_resource type="Script" uid="uid://beiydi6w6gqqc" path="res://menu/ingame/weapon_selector.gd" id="1_4acia"]
[ext_resource type="Theme" uid="uid://dtnd3tqllufey" path="res://images/menu_button.tres" id="2_g83h6"]
[node name="WeaponSelector" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_4acia")
[node name="Button" type="Button" parent="."]
unique_name_in_owner = true
layout_mode = 2
theme = ExtResource("2_g83h6")
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
[node name="NameLabel" type="Label" parent="MarginContainer"]
unique_name_in_owner = true
layout_mode = 2
theme = ExtResource("2_g83h6")
horizontal_alignment = 1
[connection signal="pressed" from="Button" to="." method="_on_button_pressed"]