Added door opening methods to level. Minor fixes

This commit is contained in:
2024-09-15 02:06:24 +03:00
parent 6776086c3e
commit e87e272a8c
3 changed files with 50 additions and 29 deletions
+3 -3
View File
@@ -10,12 +10,12 @@ enum DoorState {OPENED, CLOSED, OPENING, CLOSING}
@export var state: DoorState @export var state: DoorState
var ANIMATIONS_BY_TYPE : Dictionary = { const ANIMATIONS_BY_TYPE := {
DoorType.BOTTOM_DOOR: "bottom_door", DoorType.BOTTOM_DOOR: "bottom_door",
DoorType.TOP_DOOR: "top_door", DoorType.TOP_DOOR: "top_door",
} }
var ANIMATIONS_BY_STATE : Dictionary = { const ANIMATIONS_BY_STATE := {
DoorState.OPENED: "opened", DoorState.OPENED: "opened",
DoorState.CLOSED: "closed", DoorState.CLOSED: "closed",
DoorState.OPENING: "opening", DoorState.OPENING: "opening",
@@ -33,7 +33,7 @@ func _ready() -> void:
func _play_animation() -> void: func _play_animation() -> void:
var animation : String = "%s_%s" % [ var animation := "%s_%s" % [
ANIMATIONS_BY_TYPE[type], ANIMATIONS_BY_TYPE[type],
ANIMATIONS_BY_STATE[state] ANIMATIONS_BY_STATE[state]
] ]
+44 -23
View File
@@ -1,37 +1,37 @@
extends Node2D extends Node2D
@export_range(2, 17) var top_door_x: int = 2 @export_range(2, 17) var top_door_x := 2
@export_range(2, 17) var bottom_door_x: int = 2 @export_range(2, 17) var bottom_door_x := 2
const DOOR = preload("res://door.tscn") const DOOR := preload("res://door.tscn")
const TOP_LEFT_FOREST = Vector2i(0,0) const TOP_LEFT_FOREST := Vector2i(0,0)
const TOP_RIGHT_FOREST = Vector2i(3,0) const TOP_RIGHT_FOREST := Vector2i(3,0)
const BOTTOM_LEFT_FOREST = Vector2i(0,3) const BOTTOM_LEFT_FOREST := Vector2i(0,3)
const BOTTOM_RIGHT_FOREST = Vector2i(3,3) const BOTTOM_RIGHT_FOREST := Vector2i(3,3)
const TOP_FORESTS = [ Vector2i(1,0), Vector2i(2,0), Vector2i(1,1), Vector2i(2,1) ] const TOP_FORESTS := [ Vector2i(1,0), Vector2i(2,0), Vector2i(1,1), Vector2i(2,1) ]
const BOTTOM_FORESTS = [ Vector2i(1,2), Vector2i(2,2), Vector2i(1,3), Vector2i(2,3) ] const BOTTOM_FORESTS := [ Vector2i(1,2), Vector2i(2,2), Vector2i(1,3), Vector2i(2,3) ]
const LEFT_FORESTS = [ Vector2i(0,1), Vector2i(0,2) ] const LEFT_FORESTS := [ Vector2i(0,1), Vector2i(0,2) ]
const RIGHT_FORESTS = [ Vector2i(3,1), Vector2i(3,2) ] const RIGHT_FORESTS := [ Vector2i(3,1), Vector2i(3,2) ]
const TOP_LEFT_DOOR = Vector2i(4,2) const TOP_LEFT_DOOR := Vector2i(4,2)
const TOP_RIGHT_DOOR = Vector2i(4,3) const TOP_RIGHT_DOOR := Vector2i(4,3)
const BOTTOM_LEFT_DOOR = Vector2i(4,0) const BOTTOM_LEFT_DOOR := Vector2i(4,0)
const BOTTOM_RIGHT_DOOR = Vector2i(4,1) const BOTTOM_RIGHT_DOOR := Vector2i(4,1)
const CORNER_FIELDS = [ Vector2i(4,2), Vector2i(4,3) ] const CORNER_FIELDS := [ Vector2i(4,2), Vector2i(4,3) ]
const TOP_FIELDS = [ const TOP_FIELDS := [
Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(0,3), Vector2i(1,3), Vector2i(2,3), Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(0,3), Vector2i(1,3), Vector2i(2,3),
] ]
const LEFT_FIELDS = [ const LEFT_FIELDS := [
Vector2i(3,0), Vector2i(4,0), Vector2i(3,1), Vector2i(4,1), Vector2i(3,2), Vector2i(3,3), Vector2i(3,0), Vector2i(4,0), Vector2i(3,1), Vector2i(4,1), Vector2i(3,2), Vector2i(3,3),
] ]
const CENTER_FIELDS = [ const CENTER_FIELDS := [
Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(0,1), Vector2i(1,1), Vector2i(2,1), Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(0,1), Vector2i(1,1), Vector2i(2,1),
] ]
@@ -78,8 +78,8 @@ func _create_field() -> void:
for j in range(2, 10): for j in range(2, 10):
$TileMapLayer.set_cell(Vector2i(i,j), 1, CENTER_FIELDS[randi() % CENTER_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(i,j), 1, CENTER_FIELDS[randi() % CENTER_FIELDS.size()])
func _create_top_door(): func _create_top_door() -> void:
const y = 0 const y := 0
$TileMapLayer.set_cell(Vector2i(top_door_x-1,y), 0, TOP_LEFT_DOOR) $TileMapLayer.set_cell(Vector2i(top_door_x-1,y), 0, TOP_LEFT_DOOR)
$TileMapLayer.set_cell(Vector2i(top_door_x,y), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(top_door_x,y), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()])
$TileMapLayer.set_cell(Vector2i(top_door_x,y+1), 1, CENTER_FIELDS[randi() % LEFT_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(top_door_x,y+1), 1, CENTER_FIELDS[randi() % LEFT_FIELDS.size()])
@@ -98,7 +98,7 @@ func _create_top_door():
$CollisionBoxTopRight.position.x -= $CollisionBoxTopRight.shape.size.x/2 - 8 $CollisionBoxTopRight.position.x -= $CollisionBoxTopRight.shape.size.x/2 - 8
func _create_bottom_door(): func _create_bottom_door() -> void:
const y = 10 const y = 10
$TileMapLayer.set_cell(Vector2i(bottom_door_x-1,y), 0, BOTTOM_LEFT_DOOR) $TileMapLayer.set_cell(Vector2i(bottom_door_x-1,y), 0, BOTTOM_LEFT_DOOR)
$TileMapLayer.set_cell(Vector2i(bottom_door_x,y), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()]) $TileMapLayer.set_cell(Vector2i(bottom_door_x,y), 1, LEFT_FIELDS[randi() % LEFT_FIELDS.size()])
@@ -110,9 +110,30 @@ func _create_bottom_door():
bottom_door.position = Vector2i(bottom_door_x,y)*16 bottom_door.position = Vector2i(bottom_door_x,y)*16
add_child(bottom_door) add_child(bottom_door)
$CollisionBoxBottomLeft.shape.size.x = (bottom_door_x - 1) * 16 $CollisionBoxBottomLeft.shape.size.x = (bottom_door_x - 1) * 16
$CollisionBoxBottomLeft.position.x += $CollisionBoxBottomLeft.shape.size.x/2 - 8 $CollisionBoxBottomLeft.position.x += $CollisionBoxBottomLeft.shape.size.x/2 - 8
$CollisionBoxBottomRight.shape.size.x = (20 - bottom_door_x - 2) * 16 $CollisionBoxBottomRight.shape.size.x = (20 - bottom_door_x - 2) * 16
$CollisionBoxBottomRight.position.x -= $CollisionBoxBottomRight.shape.size.x/2 - 8 $CollisionBoxBottomRight.position.x -= $CollisionBoxBottomRight.shape.size.x/2 - 8
func open_top_door() -> void:
if top_door:
top_door.open()
func close_top_door() -> void:
if top_door:
top_door.close()
func open_bottom_door() -> void:
if bottom_door:
bottom_door.open()
func close_bottom_door() -> void:
if bottom_door:
bottom_door.close()
+3 -3
View File
@@ -4,20 +4,20 @@ extends StaticBody2D
enum PickupType {CHERRY, FLY_AGARIC, GREEN_APPLE, RED_APPLE} enum PickupType {CHERRY, FLY_AGARIC, GREEN_APPLE, RED_APPLE}
@export var type: PickupType @export var type: PickupType = PickupType.RED_APPLE
enum PickupState {PREPARING, SHOWING_UP, IDLING, HIGHLIGHTING} enum PickupState {PREPARING, SHOWING_UP, IDLING, HIGHLIGHTING}
@export var state: PickupState = PickupState.PREPARING @export var state: PickupState = PickupState.PREPARING
var ANIMATIONS_BY_TYPE : Dictionary = { const ANIMATIONS_BY_TYPE := {
PickupType.CHERRY: "cherry", PickupType.CHERRY: "cherry",
PickupType.FLY_AGARIC: "fly_agaric", PickupType.FLY_AGARIC: "fly_agaric",
PickupType.GREEN_APPLE: "green_apple", PickupType.GREEN_APPLE: "green_apple",
PickupType.RED_APPLE: "red_apple", PickupType.RED_APPLE: "red_apple",
} }
var ANIMATIONS_BY_STATE : Dictionary = { const ANIMATIONS_BY_STATE := {
PickupState.PREPARING: "preparing", PickupState.PREPARING: "preparing",
PickupState.SHOWING_UP: "showing_up", PickupState.SHOWING_UP: "showing_up",
PickupState.IDLING: "idling", PickupState.IDLING: "idling",