Files
seeding-planets/gui/game/scripts/game_gui.gd

156 lines
5.2 KiB
GDScript

extends CanvasLayer
class_name GameGui
const SCORE_ICON : Texture = preload("res://common/icons/growth.svg")
var score_by_plant : Dictionary[String, int] = {}
var score_mirror :
set(v):
score_mirror = v
score_update(true)
func _ready():
GameInfo.game_data.current_region_data.updated.connect(_on_region_updated)
GameInfo.game_data.player_data.updated.connect(_on_player_updated)
GameInfo.game_data.current_region_data.pass_day_ended.connect(_on_region_pass_day_ended)
charge_update(GameInfo.game_data.current_region_data)
player_update(GameInfo.game_data.player_data, false)
%EnergyInfo.reset_size()
%GiveUpButton.pressed.connect(_on_give_up_pressed)
score_mirror = GameInfo.game_data.current_region_data.get_score()
print(score_mirror)
for p : PlantData in GameInfo.game_data.current_region_data.plants:
score_by_plant[str(p.random_seed)] = p.get_score()
func _on_player_updated(player_data : PlayerData):
player_update(player_data)
func player_update(player_data : PlayerData, with_animation = true):
%EnergyInfo.update(
player_data.energy,
player_data.max_energy,
with_animation
)
func _on_region_updated(region_data : RegionData):
await get_tree().create_timer(0.1).timeout
if score_mirror != region_data.get_score():
for p in region_data.plants:
var score = p.get_score()
if not str(p.random_seed) in score_by_plant:
score_by_plant[str(p.random_seed)] = 0
if score > score_by_plant[str(p.random_seed)]:
print("emit particles for %s" % p.plant_name)
plant_changing_score(p, score - score_by_plant[str(p.random_seed)])
elif score < score_by_plant[str(p.random_seed)]:
print("reduce score for %s" % p.plant_name)
score_mirror -= score_by_plant[str(p.random_seed)] - score
score_by_plant[str(p.random_seed)] = score
# Check for removed plants
for key in score_by_plant:
if region_data.plants.find_custom(
func (p): return str(p.random_seed) == key
) == -1:
print("remove plant")
score_mirror -= score_by_plant[key]
score_by_plant.erase(key)
charge_update(region_data)
func _on_give_up_pressed():
GameInfo.game_data.give_up()
SceneManager.change_to_scene_id('ASTRA')
func charge_update(region_data : RegionData):
%RechargesLeftLabel.text = tr("%d_CHARGE_LEFT") % (region_data.charges)
if region_data.charges == 0 and region_data.state != RegionData.State.SUCCEEDED:
if not %GiveUpButton.visible:
%NoRechargeAnimationPlayer.play("NoRechargeAppear")
else :
if %GiveUpButton.visible:
%NoRechargeAnimationPlayer.play_backward("NoRechargeAppear")
func score_update(with_animation = true):
var objective_progression : float
if GameInfo.game_data.current_region_data.state == RegionData.State.SUCCEEDED:
objective_progression = 1.
%ObjectiveProgressBar.text = tr("FULL")
else:
var objective = GameInfo.game_data.current_region_data.objective
objective_progression = (float(score_mirror) / max(float(objective), 1))
%ObjectiveProgressBar.text = "%d/%d" % [score_mirror, objective]
if with_animation:
get_tree().create_tween().tween_property(
%ObjectiveProgressBar,
"progress",
objective_progression,
0.5,
)
else:
%ObjectiveProgressBar.set_progress(objective_progression)
func plant_changing_score(plant_data: PlantData, amount : int):
if GameInfo.game_data.current_region_data.in_passing_day_animation:
await GameInfo.game_data.current_region_data.pass_day_ended
if amount <= 0:
score_mirror += amount
else :
for i in range(amount):
var camera = get_viewport().get_camera_2d()
var screen_size = get_viewport().get_visible_rect().size
spawn_score_particle(
plant_data.position - camera.global_position + screen_size / 2,
%ObjectiveProgressBar.global_position + %ObjectiveProgressBar.size / 2,
0.8
)
await get_tree().create_timer(0.5 / max(1.,i)).timeout
func spawn_score_particle(
from_position,
to_position,
duration
):
var sprite_particle = Sprite2D.new()
sprite_particle.texture = SCORE_ICON
%ScoreParticles.add_child(sprite_particle)
sprite_particle.position = from_position
var tween = get_tree().create_tween()
tween.set_trans(Tween.TransitionType.TRANS_SPRING)
tween.tween_property(
sprite_particle,
"position",
to_position,
duration
)
await tween.finished
score_mirror += 1
sprite_particle.queue_free()
func _on_player_action_tried_without_energy():
$AnimationPlayer.play("no_energy_left")
func _on_player_upgraded():
$EffectAnimation.play("upgrade")
func _on_region_pass_day_ended(region:Region):
if region.data.charges == 1:
%Announce.announce(
tr("LAST_RECHARGE"),
tr("%d_GARDEN_SCORE_LEFT") % [region.data.objective - region.garden.get_score()],
Announce.RED_COLOR
)