diff options
Diffstat (limited to 'scripts')
-rw-r--r-- | scripts/control.gd | 59 | ||||
-rw-r--r-- | scripts/enemies.gd | 5 | ||||
-rw-r--r-- | scripts/globals.gd | 4 | ||||
-rw-r--r-- | scripts/gui.gd | 6 | ||||
-rw-r--r-- | scripts/gui_bottom_bar.gd | 4 | ||||
-rw-r--r-- | scripts/gui_picker.gd | 16 | ||||
-rw-r--r-- | scripts/load_map.gd | 17 | ||||
-rw-r--r-- | scripts/spawner.gd | 2 | ||||
-rw-r--r-- | scripts/wave.gd | 35 |
9 files changed, 124 insertions, 24 deletions
diff --git a/scripts/control.gd b/scripts/control.gd index fafd3d8..2a9c76e 100644 --- a/scripts/control.gd +++ b/scripts/control.gd @@ -59,11 +59,12 @@ func build_option (st, sttype): opts += [ { "type": "text", "name": "path" } ] opts += [ { "type": "text", "name": "end path" } ] Globals.StateType.VOXEL: - for i in world.voxel_set.size(): + for i in world.voxel_set.get_ids(): var details = world.voxel_set.get_voxel(i) var color = Color(1, 0, 1) if details.has("color"): color = details.color opts += [ { "type": "color", "name": str(i), "color": color} ] + opts += [ { "type": "text", "name": "add" } ] Globals.PlayerState.EDIT: match sttype: @@ -155,8 +156,19 @@ func do (action, par = {}): Globals.PlayerState.PICK: match action: Globals.PlayerActions.PICK: - selected = par.name - state = Globals.PlayerState.PLACE + match statetype: + Globals.StateType.VOXEL: + match par.name: + "add": + selected = "add" + gui.edit_palette.popup() + build_option(state, statetype) + _: + selected = par.name + state = Globals.PlayerState.PLACE + _: + selected = par.name + state = Globals.PlayerState.PLACE Globals.PlayerActions.SELECT: match statetype: @@ -174,6 +186,21 @@ func do (action, par = {}): statetype = par.statetype build_option(state, statetype) + Globals.PlayerActions.EDIT: + match statetype: + Globals.StateType.VOXEL: + match par.name: + "add": + selected = "add" + gui.edit_palette.popup() + build_option(state, statetype) + _: + selected = par.name + var dict = world.voxel_set.get_voxel(int(par.name)) + gui.edit_palette.get_node("ColorPicker").color = dict.color + gui.edit_palette.popup() + build_option(state, statetype) + Globals.PlayerState.PLACE: match action: Globals.PlayerActions.PLACE: @@ -205,6 +232,21 @@ func do (action, par = {}): statetype = par.statetype build_option(state, statetype) + Globals.PlayerActions.EDIT: + match statetype: + Globals.StateType.VOXEL: + match par.name: + "add": + selected = "add" + gui.edit_palette.popup() + build_option(state, statetype) + _: + selected = par.name + var dict = world.voxel_set.get_voxel(int(par.name)) + gui.edit_palette.get_node("ColorPicker").color = dict.color + gui.edit_palette.popup() + build_option(state, statetype) + Globals.PlayerState.EDIT: match action: Globals.PlayerActions.PICK: @@ -315,3 +357,14 @@ func gui_change_map_event (mapname : String): path.refresh_path(ineditor) gui.refresh() + +func gui_picked_color (color : Color): + if selected != "add": + var dict = world.voxel_set.get_voxel(int(selected)) + dict.color = color + world.voxel_set.set_voxel(int(selected), dict) + else: + world.voxel_set.add_voxel({"color":color}) + world.update_mesh() + build_option(state, statetype) + gui.refresh() diff --git a/scripts/enemies.gd b/scripts/enemies.gd index a0f4416..3e8276d 100644 --- a/scripts/enemies.gd +++ b/scripts/enemies.gd @@ -45,13 +45,14 @@ func _ready(): load_shapes = saveload.get_node("load_shapes") if !load_shapes.loaded: yield(load_shapes, "done_loading") -func spawn(name, node_cur=0, rel_pos=0): +func spawn(name, node_cur=0, rel_pos=0, hp=0): print("spawned " + name) var instance = _enemy_blue.instance() add_child(instance) instance.transform.origin = _path.nodes[0].transform.origin; instance.name = str(serial_enemy) var info = load_shapes.info[name] + if hp == 0: hp = info.lives var instance_model = load_shapes.models[info.model_name].instance() instance.add_child(instance_model) @@ -60,7 +61,7 @@ func spawn(name, node_cur=0, rel_pos=0): var axis : Vector3 = Quat(Vector3(0, randf()*TAU, 0)) * Vector3.RIGHT enemies[serial_enemy] = { "name": name, - "hp": info.lives, + "hp": hp, "slow_effect": 0, "slow_time": 0, "cur": node_cur, diff --git a/scripts/globals.gd b/scripts/globals.gd index dc30b38..17318f7 100644 --- a/scripts/globals.gd +++ b/scripts/globals.gd @@ -11,7 +11,6 @@ enum StateType { ATTACH, PATH, VOXEL, - VOXEL_PALETTE TARGETING MODULES MODULES_PICK @@ -23,5 +22,6 @@ enum PlayerActions { PLACE, SELECT, DELETE, - CANCEL + CANCEL, + EDIT } diff --git a/scripts/gui.gd b/scripts/gui.gd index 2e63483..65ff39b 100644 --- a/scripts/gui.gd +++ b/scripts/gui.gd @@ -10,6 +10,7 @@ var wave_ongoing : Panel var load_map : PanelContainer var save_as : AcceptDialog var delete_confirm : AcceptDialog +var edit_palette : AcceptDialog var saveload : Node var saveload_map : Node @@ -30,6 +31,8 @@ func _fetch (): save_as.register_text_enter(save_as.get_node("line_edit")) if delete_confirm == null: delete_confirm = $delete_confirm + if edit_palette == null: + edit_palette = $edit_palette func _ready(): _fetch() @@ -59,3 +62,6 @@ func _on_delete_confirmed(): func _on_close_load_map(): load_map.visible = false + +func _on_edit_palette_confirmed(): + control.gui_picked_color(edit_palette.get_node("ColorPicker").color) diff --git a/scripts/gui_bottom_bar.gd b/scripts/gui_bottom_bar.gd index af987a4..f8012d3 100644 --- a/scripts/gui_bottom_bar.gd +++ b/scripts/gui_bottom_bar.gd @@ -42,10 +42,6 @@ func _on_voxel_button_up(): gui.control.do(Globals.PlayerActions.CHANGE_TYPE, { "statetype": Globals.StateType.VOXEL }) -func _on_palette_button_up(): - gui.control.do(Globals.PlayerActions.CHANGE_TYPE, - { "statetype": Globals.StateType.VOXEL_PALETTE }) - func _on_save_button_up(): gui.control.gui_save_map_event() diff --git a/scripts/gui_picker.gd b/scripts/gui_picker.gd index 85909ec..f9a27fa 100644 --- a/scripts/gui_picker.gd +++ b/scripts/gui_picker.gd @@ -40,7 +40,7 @@ func build (options : Array = []): for child in _hbox.get_children(): child.disconnect("mouse_entered", self, "_on_gui_turret_mouse_entered") child.disconnect("mouse_exited", self, "_on_gui_turret_mouse_exited") - child.disconnect("pressed", self, "_on_gui_turret_pressed") + child.disconnect("gui_input", self, "_on_gui_turret_input") child.queue_free() _options = options @@ -77,7 +77,7 @@ func build (options : Array = []): for child in _hbox.get_children(): child.connect("mouse_entered", self, "_on_gui_turret_mouse_entered", [child.option]) child.connect("mouse_exited", self, "_on_gui_turret_mouse_exited", [child.option]) - child.connect("pressed", self, "_on_gui_turret_pressed", [child.option]) + child.connect("gui_input", self, "_on_gui_turret_input", [child.option]) func refresh (): _fetch() @@ -89,4 +89,14 @@ func _on_gui_turret_mouse_exited(option : Dictionary): hovering = "" func _on_gui_turret_pressed(option : Dictionary): - gui.control.do(Globals.PlayerActions.PICK, option) + #gui.control.do(Globals.PlayerActions.PICK, option) + pass + +func _on_gui_turret_input(event, option : Dictionary): + if event is InputEventMouseButton and event.pressed: + match event.button_index: + BUTTON_LEFT: + gui.control.do(Globals.PlayerActions.PICK, option) + BUTTON_RIGHT: + gui.control.do(Globals.PlayerActions.EDIT, option) + diff --git a/scripts/load_map.gd b/scripts/load_map.gd index 13d9255..6a2c67c 100644 --- a/scripts/load_map.gd +++ b/scripts/load_map.gd @@ -1,7 +1,7 @@ extends Node var mapname = "map0.json" -var mappath = "user://" +var mappath = "./assets/maps/" var _world : VoxelMesh = null var _path_holder : Node = null @@ -29,6 +29,14 @@ func get_map_state (): fetch() var state = {} + state["voxels-palette"] = [] + for id in _world.voxel_set.get_ids(): + var col : Color = _world.voxel_set.get_voxel(id).color + var pal = { + "color": [ col.r, col.g, col.b, col.a ], + "id": id } + state["voxels-palette"] += [pal] + state["voxels"] = [] for pos in _world.get_voxels(): var vox = { "pos": [pos.x, pos.y, pos.z], "id":_world.get_voxel_id(pos) } @@ -60,7 +68,14 @@ func get_map_state (): func set_map_state (state): fetch() + _world.erase_voxels() + + _world.voxel_set.erase_voxels() + for vox in state["voxels-palette"]: + var col = Color(vox.color[0], vox.color[1], vox.color[2], vox.color[3]) + _world.voxel_set.add_voxel({ "color": col }) + for vox in state["voxels"]: var vecpos = Vector3(vox.pos[0], vox.pos[1], vox.pos[2]); _world.set_voxel(vecpos, vox.id) diff --git a/scripts/spawner.gd b/scripts/spawner.gd index 9866168..284ae76 100644 --- a/scripts/spawner.gd +++ b/scripts/spawner.gd @@ -20,5 +20,5 @@ func _on_timer_batch_timeout(): queue_free() return - enemy_holder.spawn(n.enemy) + enemy_holder.spawn(n.enemy, 0, 0, n.hp) start(n.cooldown) diff --git a/scripts/wave.gd b/scripts/wave.gd index e61dfef..691b703 100644 --- a/scripts/wave.gd +++ b/scripts/wave.gd @@ -10,6 +10,8 @@ var ongoing = false var load_shapes : Node var gui : Node +var rng = RandomNumberGenerator.new() + func fetch (): var root = get_tree().root.get_node("world") var saveload = root.get_node("saveload") @@ -22,7 +24,8 @@ func make_queue (spawn): for n in order.amount: var e = { "cooldown": order.cooldown, - "enemy": order.enemy + "enemy": order.enemy, + "hp": order.hp } queue += [e] if spawn.random: queue.shuffle() @@ -50,25 +53,40 @@ func get_affordable_enemies (hp_budget : int): if load_shapes.info[enemy].cost <= hp_budget: aff += [load_shapes.info[enemy]] return aff + +func sort_aff_comp(a, b): return a.cost < b.cost -func pick_enemy (hp_budget : int): +func pick_enemy (hp_budget : int, density : float, height: float): var amt = 1 var aff = get_affordable_enemies(hp_budget) - var enemy = aff[randi() % aff.size()] + aff.sort_custom(self, "sort_aff_comp") + + #var rn = rng.randf() + #var pick : float = pow(rn, 2*height*(1-rn) + rn) + var enemy = aff[round(height * (aff.size()-1))] + + var cooldown : float = rng.randf() * pow(4, density - 0.5) + + var hp_adjusted = max(1, enemy.lives * height) + var cost = enemy.cost - enemy.lives + hp_adjusted + + print(cost) + var order = { "amount" : amt, "enemy": enemy.name, - "cooldown": 0.5 + "hp": hp_adjusted, + "cooldown": cooldown } - return { "enemy": order, "cost": enemy.cost } + return { "enemy": order, "cost": cost } -func gen_wave (wave_num : int): +func gen_wave (wave_num : int, density : float, height: float): var hp_budget = get_hp_budget(wave_num) var enemies = [] for i in range(0, 1000): if hp_budget < 10: break - var enemy_cost = pick_enemy(hp_budget) + var enemy_cost = pick_enemy(hp_budget, density, height) enemies += [ enemy_cost.enemy ] hp_budget -= enemy_cost.cost @@ -82,10 +100,11 @@ func gen_wave (wave_num : int): func start(): fetch() + rng.randomize() ongoing = true var w = null if wave_num <= waves.size()-1: w = waves[wave_num] - else: w = gen_wave(wave_num) + else: w = gen_wave(wave_num, 0.5, 0.2) start_wave(w) func end(): |