spawns all entities

connected chests to color/ui
This commit is contained in:
2024-02-12 08:07:42 -06:00
parent 8aaedae7c3
commit 6f1d578ee1
23 changed files with 554 additions and 7 deletions

11
scripts/buff.gd Normal file
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@@ -0,0 +1,11 @@
extends Resource
class_name Buff
enum colors {
RED,
GREEN,
BLUE
}
@export var image: Texture2D
@export var color: colors

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@@ -1 +1,20 @@
extends StaticBody2D
class_name Chest
@export var buff: Buff
const CHEST_OPENED = preload("res://assets/chest_opened.png")
var recipients = []
var opened := false
func open(entity) -> Buff:
if not recipients.has(entity):
if not opened:
opened = true
$Sprite2D.texture = CHEST_OPENED
var buff_texture := Sprite2D.new()
buff_texture.texture = buff.image
add_child(buff_texture)
recipients.append(entity)
return buff
return null

37
scripts/enemy.gd Normal file
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@@ -0,0 +1,37 @@
extends CharacterBody2D
class_name Enemy
@onready var sprite_2d: Sprite2D = $Sprite2D
var color := Color.WHITE
@export var speed = 100
var lives: int = 1
func _physics_process(delta: float) -> void:
velocity = Vector2.ZERO
if Input.is_action_pressed("ui_down"):
velocity += Vector2.DOWN
if Input.is_action_pressed("ui_up"):
velocity += Vector2.UP
if Input.is_action_pressed("ui_left"):
velocity += Vector2.LEFT
if Input.is_action_pressed("ui_right"):
velocity += Vector2.RIGHT
velocity = velocity.normalized() * speed
move_and_slide()
for i in range(get_slide_collision_count()):
var collision := get_slide_collision(i)
if collision.get_collider() is Chest:
var buff: Buff = collision.get_collider().open(self)
if buff:
match(buff.color):
buff.colors.RED:
lives += 1
color.r -= 0.25
buff.colors.GREEN:
#$Camera2D.zoom -= Vector2(0.4, 0.4)
color.g -= 0.25
buff.colors.BLUE:
speed += 12
color.b -= 0.25
sprite_2d.modulate = color

25
scripts/hud.gd Normal file
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@@ -0,0 +1,25 @@
extends CanvasLayer
class_name HUD
@onready var progress_bar_red: ProgressBar = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainerRed/ProgressBar
@onready var progress_bar_green: ProgressBar = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainerGreen/ProgressBar
@onready var progress_bar_blue: ProgressBar = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainerBlue/ProgressBar
@onready var texture_rect: TextureRect = $PanelContainer/MarginContainer/VBoxContainer/TextureRect
@onready var lives_container: GridContainer = $PanelContainer/MarginContainer/VBoxContainer/LivesContainer
const HEART = preload("res://assets/heart.png")
func _on_player_color_changed(color: Color) -> void:
progress_bar_red.value = color.r
progress_bar_green.value = color.g
progress_bar_blue.value = color.b
texture_rect.modulate = color
func _on_player_lives_changed(lives: int) -> void:
var heart_containers = lives_container.get_children()
if heart_containers.size() < lives:
var life = TextureRect.new()
life.texture = HEART
lives_container.add_child(life)
elif heart_containers.size() > lives:
heart_containers.pop_back().queue_free()

30
scripts/maze.gd Normal file
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@@ -0,0 +1,30 @@
extends Node2D
class_name Maze
const PLAYER = preload("res://scene/player.tscn")
const ENEMY = preload("res://scene/enemy.tscn")
var spawn_locations: Array[Vector2] = []
@onready var hud: HUD = $HUD
@onready var spawn_zones: Node2D = $SpawnZones
func _ready() -> void:
var spawn_zone_array := spawn_zones.get_children()
for spawn_zone in spawn_zone_array:
var zone := spawn_zone.get_child(0) as CollisionShape2D
var top_left = zone.transform.get_origin() - Vector2(24, 24)
for x in range(zone.shape.size.x / 16):
for y in range(zone.shape.size.y / 16):
spawn_locations.append(top_left + Vector2(x * 16, y * 16))
var player_loc: Vector2 = spawn_locations.pick_random()
for spawn in spawn_locations:
var entity
if spawn == player_loc:
entity = PLAYER.instantiate()
entity.color_changed.connect(hud._on_player_color_changed)
entity.lives_changed.connect(hud._on_player_lives_changed)
else:
entity = ENEMY.instantiate()
entity.position = spawn
add_child(entity)

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@@ -1,7 +1,14 @@
extends CharacterBody2D
class_name Player
signal color_changed(color: Color)
signal lives_changed(lives: int)
@onready var sprite_2d: Sprite2D = $Sprite2D
var color := Color.WHITE
@export var speed = 100
var lives: int = 1
func _physics_process(delta: float) -> void:
velocity = Vector2.ZERO
@@ -15,3 +22,21 @@ func _physics_process(delta: float) -> void:
velocity += Vector2.RIGHT
velocity = velocity.normalized() * speed
move_and_slide()
for i in range(get_slide_collision_count()):
var collision := get_slide_collision(i)
if collision.get_collider() is Chest:
var buff: Buff = collision.get_collider().open(self)
if buff:
match(buff.color):
buff.colors.RED:
lives += 1
color.r -= 0.25
lives_changed.emit(lives)
buff.colors.GREEN:
$Camera2D.zoom -= Vector2(0.4, 0.4)
color.g -= 0.25
buff.colors.BLUE:
speed += 12
color.b -= 0.25
sprite_2d.modulate = color
color_changed.emit(color)