554 lines
16 KiB
GDScript
554 lines
16 KiB
GDScript
extends Node2D
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onready var Grid = get_node("Grid")
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onready var GridHighlight = get_node("GridHighlight")
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onready var Editor = get_node("../Editor")
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onready var Islands = get_node("Islands")
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onready var DigSites = get_node("DigSites")
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onready var EditIslandButton = get_node("UI/TopContainer/EditIslandButton")
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onready var WorldCamera = get_node("Camera")
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onready var OffsetValueLabel = get_node("UI/TopContainer/OffsetValue")
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onready var ZoomValueLabel = get_node("UI/TopContainer/ZoomValue")
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onready var HexCoordValueLabel = get_node("UI/TopContainer/HexCoordValue")
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onready var WorldCoordValueLabel = get_node("UI/TopContainer/WorldCoordValue")
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onready var TileTypeValueLabel = get_node("UI/TopContainer/TileTypeValue")
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onready var SuccessMessage = get_node("UI/SuccessMessage")
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onready var PlayerChar = get_node("PlayerChar")
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onready var PlayerBoat = get_node("PlayerBoat")
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onready var FPSValueLabel = get_node("UI/TopContainer/FPSValue")
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onready var IslandMap = get_node("UI/IslandMap")
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onready var IslandMapRenderer = get_node("../IslandMapRenderer")
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onready var BirdyTimer = get_node("Birdy/Timer")
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var Island = preload("Island.gd")
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var SpringDamper = preload("res://SpringDamper.gd")
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var DigSiteSprite = preload("res://assets/digsite.svg")
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var DigSiteTreasureSprite = preload("res://assets/treasuredigsite.svg")
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var hex_grid_bbox = [[0,0], [10,10]]
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var hex_hover = Vector2.ZERO
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var is_dragging = false
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var drag_start = null
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var target = Vector2()
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var tile_data = {}
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var current_island = null
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var anchor_tile = null
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var landing_tile = null
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var player_navigation_path = []
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var player_path_plan_start = null
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var player_path_plan_end = null
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var hex_line_path = []
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var treasure_island = null
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var treasure_map_rendered = false
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var birdy_spring = null
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var birdy_spring_x = Vector2.ONE
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var birdy_spring_v = Vector2.ZERO
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var birdy_spring_xt = Vector2.ONE
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var birdy_duration = 4.0
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#
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# Godot Functions
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#
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func _ready():
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Grid.view_camera = WorldCamera
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GridHighlight.view_camera = WorldCamera
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birdy_spring = SpringDamper.new(2, 0.99, 0.5)
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generate()
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# Set player starting position
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PlayerChar.position = Globals.HexGrid.get_hex_center(Vector2(0,0))
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PlayerChar.connect("dig_stopped", self, "on_dig_stopped")
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self.connect("treasure_found", self, "on_treasure_found")
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func _process(delta):
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if is_editor_active():
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WorldCamera.offset = PlayerChar.position
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WorldCamera.zoom = birdy_spring_x
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if len(player_navigation_path) > 1:
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var player_coord = Globals.WorldToHexCenter(PlayerChar.transform.origin)
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if (player_coord - player_navigation_path[0]).length_squared() < 0.1:
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player_navigation_path.remove(0)
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if len(player_navigation_path) > 0:
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PlayerChar.target = player_navigation_path[0]
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update_current_island()
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if current_island:
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PlayerBoat.transform.origin = Globals.HexToWorld(anchor_tile)
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else:
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PlayerBoat.transform.origin = PlayerChar.transform.origin
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var res = birdy_spring.calc(birdy_spring_x, birdy_spring_v, birdy_spring_xt, delta)
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birdy_spring_x = res[0]
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birdy_spring_v = res[1]
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if BirdyTimer.time_left == 0:
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birdy_spring_xt = Vector2.ONE
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func draw_hex_path (path: Array, color: Color):
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var path_len = len(path)
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if path_len > 0:
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var last_point = path[0]
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draw_circle(last_point, 5, color)
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for i in range (1, path_len):
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var cur_point = path[i]
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draw_line (last_point, cur_point, color)
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draw_circle(cur_point, 5, color)
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last_point = cur_point
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func _draw():
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if Globals.debug_nav:
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draw_hex_path (hex_line_path, "#00f2f2")
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draw_hex_path (player_navigation_path, "#f200f2")
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if player_path_plan_start != null and player_path_plan_end != null:
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draw_circle (player_path_plan_start, 12, "#2288f2")
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draw_circle (player_path_plan_end, 12, "#2288f2")
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#
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# World Modification/Query
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#
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func clear_islands():
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for island in Islands.get_children():
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Islands.remove_child(island)
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island.queue_free()
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func clear_digsites():
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for digsite in DigSites.get_children():
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DigSites.remove_child(digsite)
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digsite.queue_free()
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func get_tile_type(world_coord: Vector2):
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for island in Islands.get_children():
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var tile = island.get_tile_by_world_coord(world_coord)
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if tile != null:
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return tile
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return null
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func add_island_at(file_name, offset_world: Vector2):
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var island = Island.new()
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island.load_island(file_name)
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island.offset_world = offset_world
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Islands.add_child(island)
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func is_editor_active():
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return Editor == null or not Editor.is_active()
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func check_player_on_treasure():
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if current_island == null:
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return false
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return current_island.is_point_on_treasure_site(Globals.HexToWorld(PlayerChar.cur_tile))
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func check_island_location_valid(new_island):
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var grid_origin_world_coord = Globals.HexToWorld(Vector2(0,0))
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if new_island.get_tile_by_world_coord(grid_origin_world_coord) != null:
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return false
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var islands = Islands.get_children()
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for island in islands:
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if island.check_overlap(new_island):
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return false
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return true
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func place_treasure():
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assert (treasure_island != null)
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var island_tile_coords = treasure_island.tiles.keys()
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var grass_tiles = []
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for coord in island_tile_coords:
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if treasure_island.tiles[coord] == "Grass":
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grass_tiles.append(coord)
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treasure_island.treasure_local_coords = grass_tiles[randi() % len(grass_tiles)]
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if Globals.debug_nav:
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treasure_island.highlight_treasure = true
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treasure_island.update()
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func render_treasure_map():
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IslandMapRenderer.render_target_update_mode = Viewport.UPDATE_ONCE
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IslandMapRenderer.render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
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var camera = IslandMapRenderer.get_node("Camera2D")
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camera.current = true
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camera.zoom = Vector2.ONE * 10.0
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camera.offset = treasure_island.center_world_coord
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var island = Island.new()
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island.tiles = treasure_island.tiles.duplicate()
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island.treasure_local_coords = treasure_island.treasure_local_coords
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island.highlight_treasure = true
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island.name = "island"
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for child in IslandMapRenderer.get_children():
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if child.name == "island":
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print ("removing ", child)
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IslandMapRenderer.remove_child(child)
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child.queue_free()
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break
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IslandMapRenderer.add_child(island)
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IslandMap.texture = IslandMapRenderer.get_texture()
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func reset():
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PlayerChar.transform.origin = Vector2.ZERO
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PlayerChar.position = Vector2.ZERO
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PlayerChar.target = Vector2.ZERO
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hex_line_path = []
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player_navigation_path = []
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player_path_plan_start = null
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player_path_plan_end = null
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current_island = null
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treasure_island = null
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clear_islands()
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clear_digsites()
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SuccessMessage.visible = false
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func generate():
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reset()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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randomize()
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var radius = 800
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var num_islands = 4
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var island_files = []
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for i in range (num_islands):
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island_files.append("res://islands/pirate_game_island_" + str(i) + ".island")
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island_files.shuffle()
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for i in range (num_islands):
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var island = Island.new()
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var file_name = island_files[i]
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island.load_island(file_name)
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var rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
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island.offset_world = Globals.WorldToHexCenter(rand_coord)
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var location_valid = check_island_location_valid(island)
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var overlap_retry_num = 0
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var overlap_retry_max = 10
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while !location_valid and overlap_retry_num < overlap_retry_max:
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if overlap_retry_num % 4 == 0:
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radius = radius + 200
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overlap_retry_num = overlap_retry_num + 1
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rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
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island.offset_world = Globals.WorldToHexCenter(rand_coord)
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location_valid = check_island_location_valid(island)
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if !location_valid:
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print ("Could not place island! steps: " + str(overlap_retry_num))
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else:
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print ("Placed after " + str(overlap_retry_num) + " retries.")
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Islands.add_child(island)
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num_islands = Islands.get_child_count()
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treasure_island = Islands.get_child(rng.randi() % num_islands)
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place_treasure()
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render_treasure_map()
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populate_ocean_nav_grid()
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#
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# Navigation
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#
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func populate_ocean_nav_grid():
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var obstacles = Globals.OceanNavGrid.get_obstacles()
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Globals.OceanNavGrid.remove_obstacles(obstacles.keys())
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Globals.OceanNavGrid.set_bounds(Vector2.ONE * -500, Vector2.ONE * 500)
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for island in Islands.get_children():
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for tile in island.tiles.keys():
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var grid_coords = Globals.WorldToHex(tile + island.offset_world)
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Globals.OceanNavGrid.add_obstacles(grid_coords, 0)
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func populate_island_nav_grid():
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var obstacles = Globals.IslandNavGrid.get_obstacles()
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Globals.IslandNavGrid.remove_obstacles(obstacles.keys())
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Globals.IslandNavGrid.set_bounds(Vector2.ONE * -500, Vector2.ONE * 500)
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if current_island == null:
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print ("Error: cannot populate island nav grid: no island")
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return
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for tile in current_island.obstacles_local_coords.keys():
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var grid_coords = Globals.WorldToHex(tile + current_island.offset_world)
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Globals.IslandNavGrid.add_obstacles(grid_coords, 0)
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func update_current_island():
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var islands = Islands.get_children()
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var last_current_island = current_island
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current_island = null
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for island in islands:
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if island.get_tile_by_world_coord(PlayerChar.position) != null:
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current_island = island
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break
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if last_current_island != current_island:
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if last_current_island != null:
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on_leave_island(last_current_island)
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if current_island != null:
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on_enter_island(current_island)
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func on_enter_island(island):
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print ("Entering island")
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PlayerChar.on_enter_island()
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current_island = island
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anchor_tile = PlayerChar.prev_tile
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landing_tile = PlayerChar.cur_tile
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island.landing_site_world = Globals.WorldToHexCenter(PlayerChar.position)
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island.landing_site_local_coord = island.get_local_coord_by_world_coord(PlayerChar.position)
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island.is_active = true
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populate_island_nav_grid()
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island.update()
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func on_leave_island(island):
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print ("Leaving island")
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PlayerChar.on_leave_island()
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island.is_active = false
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island.landing_site_local_coord = null
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island.update()
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func on_dig_stopped():
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print ("Dig stopped!")
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var dig_site = Sprite.new()
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dig_site.transform.origin = Globals.HexToWorld(PlayerChar.cur_tile)
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if check_player_on_treasure():
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emit_signal("treasure_found")
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on_treasure_found()
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dig_site.texture = DigSiteTreasureSprite
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else:
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dig_site.texture = DigSiteSprite
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DigSites.add_child(dig_site)
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func on_treasure_found():
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SuccessMessage.visible = true
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func check_player_near_anchor():
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if current_island == null:
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return false
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var anchor_world = Globals.HexToWorld(anchor_tile)
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return (PlayerChar.position - anchor_world).length() < Globals.hex_size
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func update_navigation_target_ocean(start_world: Vector2, target_world: Vector2):
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var start_coord = Globals.WorldToHex(start_world)
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var goal_coord = Globals.WorldToHex(target_world)
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var island_landing_site_world = null
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player_path_plan_start = null
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player_path_plan_end = null
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var direct_path = Globals.WorldLineToHexTiles(start_world, target_world)
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if get_tile_type(start_world) != null and current_island != null and len(direct_path) > 1:
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# print ("on landing site: ", current_island.is_point_on_landing_site (start_world))
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if current_island.is_point_on_landing_site (start_world):
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if get_tile_type(direct_path[1]) == null:
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# print ("starting from landing site")
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direct_path.pop_front()
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start_coord = Globals.WorldToHex(direct_path.front())
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else:
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print ("Invalid start")
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return
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# In case target is on an island we find both a landing site and
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# the first point on the ocean that we can reach.
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if get_tile_type(target_world) != null:
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var last_removed = null
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while len(direct_path) > 0 and get_tile_type(direct_path.back()) != null:
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last_removed = direct_path.back()
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direct_path.pop_back()
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if len(direct_path) == 0:
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print ("Could not find path!")
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return
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# print ("Using ", Globals.WorldToHex(direct_path.back()), " instead of ", goal_coord, " as goal.")
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goal_coord = Globals.WorldToHex(direct_path.back())
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island_landing_site_world = last_removed
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player_path_plan_start = Globals.HexToWorld(start_coord)
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player_path_plan_end = Globals.HexToWorld(goal_coord)
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var path = Globals.OceanNavGrid.find_path(start_coord, goal_coord)
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for target in path.slice(0,-1):
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var target_world_coord = Globals.HexToWorld(target.axial_coords)
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var target_type = get_tile_type(target_world_coord)
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player_navigation_path.append(target_world_coord)
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if target_type == "Sand":
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break
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if island_landing_site_world != null:
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player_navigation_path.append(island_landing_site_world)
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if len(player_navigation_path) > 0:
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PlayerChar.target = player_navigation_path[0]
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func update_navigation_target_island(start_world: Vector2, target_world: Vector2):
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var start_coord = Globals.WorldToHex(start_world)
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var goal_coord = Globals.WorldToHex(target_world)
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var path = Globals.IslandNavGrid.find_path(start_coord, goal_coord)
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for target in path.slice(0,-1):
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var target_world_coord = Globals.HexToWorld(target.axial_coords)
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var target_type = get_tile_type(target_world_coord)
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player_navigation_path.append(target_world_coord)
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func update_player_navigation_target(target_world: Vector2):
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var start_world = PlayerChar.transform.origin
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player_navigation_path = []
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var start_timestamp = OS.get_system_time_msecs()
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var player_near_anchor = check_player_near_anchor()
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if current_island != null:
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update_navigation_target_island(start_world, target_world)
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if len(player_navigation_path) == 0 and player_near_anchor:
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start_world = Globals.HexToWorld(anchor_tile)
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if current_island == null or (len(player_navigation_path) == 0 and player_near_anchor):
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update_navigation_target_ocean(start_world, target_world)
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var planning_duration_msec = OS.get_system_time_msecs() - start_timestamp
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update()
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#
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# Input & Events
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#
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func _on_generate_button_pressed():
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generate()
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func handle_game_event(event):
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if Editor and Editor.is_active():
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return false
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if event is InputEventMouseButton:
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# Move main character
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if event.pressed and event.button_index == BUTTON_LEFT:
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update_player_navigation_target (Globals.HexGrid.get_hex_center(Globals.ScreenToHex(event.position, WorldCamera)))
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return false
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func update_hex_line_path(target: Vector2):
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var start = PlayerChar.position
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hex_line_path = Globals.WorldLineToHexTiles(start, target)
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if handle_game_event(event):
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return
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# Move camera
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if event.pressed and event.button_index == 2:
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is_dragging = true
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drag_start = (WorldCamera.offset / WorldCamera.zoom.x + event.position)
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else:
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is_dragging = false
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# Zoom Camera
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if event.pressed and event.button_index == BUTTON_WHEEL_DOWN and event.pressed and WorldCamera.zoom.y < 5.5:
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|
WorldCamera.zoom = WorldCamera.zoom * 1.0 / 0.8
|
|
elif event.button_index == BUTTON_WHEEL_UP and event.pressed:
|
|
WorldCamera.zoom = WorldCamera.zoom * 0.8
|
|
|
|
if 'position' in event:
|
|
hex_hover = Globals.ScreenToHex(event.position, WorldCamera)
|
|
GridHighlight.pos = hex_hover
|
|
HexCoordValueLabel.text = str(hex_hover)
|
|
var world_coord = Globals.ScreenToWorld(event.position, WorldCamera)
|
|
var tile_type = get_tile_type(world_coord)
|
|
if tile_type != null:
|
|
TileTypeValueLabel.text = tile_type
|
|
else:
|
|
TileTypeValueLabel.text = "None"
|
|
|
|
WorldCoordValueLabel.text = str(world_coord)
|
|
|
|
update_hex_line_path(world_coord)
|
|
|
|
if is_dragging:
|
|
WorldCamera.offset = (drag_start - event.position) * WorldCamera.zoom.x
|
|
|
|
|
|
OffsetValueLabel.text = str(WorldCamera.offset)
|
|
ZoomValueLabel.text = str(WorldCamera.zoom)
|
|
|
|
|
|
func _on_MapButton_pressed():
|
|
IslandMap.visible = !IslandMap.visible
|
|
|
|
|
|
func _on_BirdyButton_pressed():
|
|
if birdy_spring_xt == Vector2.ONE:
|
|
birdy_spring_xt = Vector2.ONE * 4
|
|
BirdyTimer.one_shot = true
|
|
BirdyTimer.start(birdy_duration)
|
|
|
|
|
|
func _on_DigButton_pressed():
|
|
print ("dig pressed")
|
|
if PlayerChar.state == PlayerChar.State.Walking:
|
|
PlayerChar.on_dig_start()
|