This commit is contained in:
2024-09-01 12:07:48 +02:00
parent a74dfd4527
commit 48158a1928
59 changed files with 1086 additions and 213 deletions

15
scripts/animal.gd Normal file
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@@ -0,0 +1,15 @@
extends Node2D
signal liberated
@export var plant_need: String
func _on_area_2d_area_entered(area: Area2D) -> void:
var plant = area.get_parent()
if plant is Plant:
if plant_need == plant.parameter.type:
plant.grown.connect(tracked_plant_grew)
func tracked_plant_grew():
print("Liberated !!")
liberated.emit()

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@@ -1,6 +1,9 @@
class_name Map
extends Node2D
@export var n_animals_to_liberate := 4
func _ready():
var map_size = GameTerrain.TERRAIN_SIZE * GameTerrain.MAP_RATIO
@@ -13,3 +16,9 @@ func _ready():
func _on_gui_scanner_selected(type : Scanners.Type):
$Scanners.select_scanner(type)
func _on_animal_liberated() -> void:
n_animals_to_liberate -= 1
if n_animals_to_liberate == 0:
print("YOU WIN")

162
scripts/plant.gd Normal file
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@@ -0,0 +1,162 @@
class_name Plant
extends Node2D
enum PlantState { SAPLING, GROWN, DEAD}
signal grown
signal died
@onready var growing_timer: Timer = $Growing
@onready var need_checker: Timer = $NeedChecker
@onready var sapling_count_down: Timer = $SaplingCountDown
@onready var reproduction: Timer = $Reproduction
@onready var sprite_node: AnimatedSprite2D = $AnimatedSprite2D
const NEED_CHECK_PERIOD := 0.5
const SAPLING_LIFETIME_MULT := 2.0 # this multiplies the time to grow to tell the time it can stay as a sapling
const OFFSET_REPRODUCTION_PERCT_DIST := 0.5
var parameter: PlantType
var state := PlantState.SAPLING
var sapling_time_left: float
var can_grow := true
func init(plant_parameter: PlantType):
parameter = plant_parameter
sapling_count_down.start(SAPLING_LIFETIME_MULT * parameter.growing_time)
sprite_node.sprite_frames = parameter.sprite_frames
need_checker.start(NEED_CHECK_PERIOD)
func _on_need_checker_timeout() -> void:
can_grow = check_terrain_viability()
growing_timer.paused = not can_grow and state == PlantState.SAPLING
reproduction.paused = not can_grow
func check_terrain_viability() -> bool:
var water := GameTerrain.get_stat(position, GameTerrain.Stats.WATER)
if water < parameter.water_need[0] or water > parameter.water_need[1]:
return false
var fertility := GameTerrain.get_stat(position, GameTerrain.Stats.FERTILITY)
if fertility < parameter.fertility_need[0] or fertility > parameter.fertility_need[1]:
return false
var presence := GameTerrain.get_stat(position, GameTerrain.Stats.PRESENCE)
presence += GameTerrain.LEVELS_NUMBER / 2
if presence < parameter.presence_need[0] or presence > parameter.presence_need[1]:
return false
return true
func _on_growing_timeout() -> void:
if state == PlantState.SAPLING:
can_grow = check_terrain_viability()
if not can_grow:
growing_timer.start()
return
match state:
PlantState.SAPLING:
grow()
PlantState.GROWN:
die()
PlantState.DEAD:
remove()
func plant(new_position: Vector2):
if not GameTerrain.is_on_map(new_position):
push_error("Planting out of the map")
position = new_position
state = PlantState.SAPLING
growing_timer.start(parameter.growing_time)
sprite_node.play("SAPLING")
func grow():
if state != PlantState.SAPLING:
push_error("Tried to grow " + parameter.type + ", but was not at sapling state")
return
state = PlantState.GROWN
sapling_count_down.stop()
growing_timer.start(parameter.dying_time)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.WATER,
parameter.water_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.FERTILITY,
parameter.fertility_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.PRESENCE,
parameter.presence_prod)
reproduction.start(parameter.dying_time / (parameter.offspring_per_lifetime + 1) + 0.1)
grown.emit()
sprite_node.play("GROWN")
func die():
state = PlantState.DEAD
# remove alive prod and add dead prod
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.WATER,
-parameter.water_prod + parameter.dead_water_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.FERTILITY,
-parameter.fertility_prod + parameter.dead_fertility_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.PRESENCE,
-parameter.presence_prod)
growing_timer.start(parameter.dead_time)
died.emit()
sprite_node.play("DEAD")
func remove(was_dead: bool = true):
if was_dead:
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.WATER,
-parameter.dead_water_prod)
GameTerrain.modify_zone(position,
parameter.distance_prod,
GameTerrain.Stats.FERTILITY,
-parameter.dead_fertility_prod)
queue_free()
func _on_sapling_count_down_timeout() -> void:
remove(false)
func _on_reproduction_timeout() -> void:
var min_dist := parameter.distance_prod - parameter.distance_prod * OFFSET_REPRODUCTION_PERCT_DIST
var max_dist := parameter.distance_prod + parameter.distance_prod * OFFSET_REPRODUCTION_PERCT_DIST
var plant_pos = position + (Vector2.RIGHT * randf_range(min_dist, max_dist)).rotated(randf_range(0, PI))
if not GameTerrain.is_on_map(plant_pos):
return
var space := get_world_2d().direct_space_state
var parameters = PhysicsPointQueryParameters2D.new()
parameters.position = plant_pos
parameters.collide_with_areas = true
parameters.collide_with_bodies = false
parameters.collision_mask = 1
var result := space.intersect_point(parameters, 1)
if result.size() > 0:
return
var offspring = self.duplicate()
self.get_parent().add_child(offspring)
offspring.init(parameter)
offspring.plant(plant_pos)

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@@ -33,6 +33,7 @@ func _process(delta: float) -> void:
parameters.position = camera.get_global_mouse_position()
parameters.collide_with_areas = true
parameters.collide_with_bodies = false
parameters.collision_mask = 1
var result := space.intersect_point(parameters, 1)
can_plant = result.size() == 0
@@ -43,10 +44,15 @@ func take_next_seed() -> PlantType:
return plants[plant_ind]
func _unhandled_input(_event: InputEvent) -> void:
if can_plant and Input.is_action_just_pressed("plant") and timer.is_stopped():
var chosen_type: PlantType = take_next_seed()
var plant = plant_scene.instantiate()
add_child(plant)
plant.init(chosen_type)
plant.plant(camera.get_global_mouse_position())
timer.start()
if Input.is_action_just_pressed("plant") :
var mouse_pos = camera.get_global_mouse_position()
var click_on_map = GameTerrain.is_on_map(mouse_pos)
if can_plant and click_on_map and timer.is_stopped():
var chosen_type: PlantType = take_next_seed()
var plant = plant_scene.instantiate()
add_child(plant)
plant.init(chosen_type)
plant.plant(mouse_pos)
timer.start()

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@@ -3,7 +3,7 @@ extends Node2D
enum Stats {WATER, FERTILITY, PRESENCE}
const TERRAIN_SIZE = Vector2i(300, 300)
const LEVELS_NUMBER : int = 10
const LEVELS_NUMBER : int = 20
const MAP_RATIO = 8;
@onready var image := Image.create_empty(
@@ -29,6 +29,9 @@ func map_to_pixel(
int(position.y / MAP_RATIO)
)
func is_on_map(position: Vector2) -> bool:
return position.x >= 0 and position.x <= TERRAIN_SIZE.x * MAP_RATIO and position.y >= 0 and position.y <= TERRAIN_SIZE.y * MAP_RATIO
func color_value_to_level(
color_value : float
) -> int:
@@ -104,6 +107,8 @@ func modify_zone(
var pixel_radius = int(radius / MAP_RATIO)
for x in range(pixel_center.x - pixel_radius, pixel_center.x + pixel_radius + 1) :
for y in range(pixel_center.y - pixel_radius, pixel_center.y + pixel_radius + 1):
if not is_on_map(Vector2i(x, y)):
continue
if pow(x - pixel_center.x,2) + pow(y - pixel_center.y,2) <= pow(pixel_radius,2):
modify_pixel(
Vector2i(x, y),