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sleepy_ball.gd
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sleepy_ball.gd
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extends Node2D
signal collected(position: Vector2)
signal missed
var is_active: bool = false
var screen_top: int = -2000 # Activation threshold
var has_despawned: bool = false
var edge_push: int = 90 # Buffer for Collectable collision on edge
var directionals: int = 0 # 0 = none, 1 = L/R, 2 = U/D, 3 = Diagonals
var stored_horizontal: int = 0 # Local variable for player direction, -1 for left, 1 for right, 0 for none
var stored_vertical: int = 0 # Local variable for player direction,-1 for down, 1 for up, 0 for none
var stored_difficulty: int = 0 # Local variable for current difficulty
# Preload the petal scene
var no_direction: PackedScene = preload("res://nd_petal.tscn")
var lr_petal: PackedScene = preload("res://lr_petal.tscn")
var ud_petal: PackedScene = preload("res://ud_petal.tscn")
var diag_petal: PackedScene = preload("res://diag_petal.tscn")
# Function to spawn petals when collectable becomes active
func activate_petals() -> void:
if directionals == 0: # No Directions petals
var petal_instance = no_direction.instantiate() as Node2D
if petal_instance:
# petal_instance.spawn_petals($truecenter.global_position) # Position petals at the true center # Position debug
add_child(petal_instance)
elif directionals == 1: # Left/Right petals
var petal_instance = lr_petal.instantiate() as Node2D
if petal_instance:
# petal_instance.spawn_petals($truecenter.global_position) # Position petals at the true center # Position debug
add_child(petal_instance)
elif directionals == 2: # Up/Down petals
var petal_instance = ud_petal.instantiate() as Node2D
if petal_instance:
# petal_instance.spawn_petals($truecenter.global_position) # Position petals at the true center # Position debug
add_child(petal_instance)
elif directionals == 3: # Diagonal petals
var petal_instance = diag_petal.instantiate() as Node2D
if petal_instance:
# petal_instance.spawn_petals($truecenter.global_position) # Position petals at the true center # Position debug
add_child(petal_instance)
else:
push_error("Failed to instantiate petal scene")
# Signal functions
func player_directions(horizontal_direction: Variant, vertical_direction: Variant) -> void: # Connected from ghost.gd
stored_horizontal = horizontal_direction
stored_vertical = vertical_direction
func _on_progression(difficulty: Variant) -> void: # Connected from Main.gd
stored_difficulty = difficulty
func _on_directionals_select() -> void:
# Define thresholds for each type of directionals
# These thresholds and probabilities can be adjusted as needed
var no_direction_prob = clamp(1.0 - stored_difficulty * 0.05, 0.1, 1.0) # Probability decreases with difficulty
var lr_direction_prob = clamp(stored_difficulty * 0.04, 0.1, 0.6) # L/R becomes more common with difficulty
var ud_direction_prob = clamp(stored_difficulty * 0.03, 0.05, 0.3) # U/D directionals increase with difficulty
var diag_direction_prob = clamp(stored_difficulty * 0.02, 0.01, 0.2) # Diagonals have the lowest chance but increase slightly
# Calculate the total probability sum to normalize random selection
var total_prob = no_direction_prob + lr_direction_prob + ud_direction_prob + diag_direction_prob
var chance = randf() * total_prob # Scale chance to total probability
# Select based on cumulative chance
if chance < no_direction_prob:
directionals = 0 # No directional
elif chance < no_direction_prob + lr_direction_prob:
directionals = 1 # L/R directionals
elif chance < no_direction_prob + lr_direction_prob + ud_direction_prob:
directionals = 2 # U/D directionals
else:
directionals = 3 # Diagonals
func decide_direction() -> void:
# Randomly pick a direction based on the directional type
if directionals == 1: # L/R
if randf() < 0.5:
$Arrow.rotation_degrees = 0 # Point left
else:
$Arrow.rotation_degrees = 180 # Point right
elif directionals == 2: # U/D
if randf() < 0.5:
$Arrow.rotation_degrees = -90 # Point up
else:
$Arrow.rotation_degrees = 90 # Point down
elif directionals == 3: # Diagonal
var diagonal_choice = randi_range(0, 3)
if diagonal_choice == 0:
$Arrow.rotation_degrees = -45 # Lower-Left
elif diagonal_choice == 1:
$Arrow.rotation_degrees = 45 # Upper-left
elif diagonal_choice == 2:
$Arrow.rotation_degrees = -135 # Lower-right
else:
$Arrow.rotation_degrees = 135 # Upper-right
func _ready() -> void:
var player := get_node("../Ghost") # Directionals node connection
if player:
player.connect("directions", Callable(self, "player_directions"))
var main := get_node("..") # Difficulty node connection
if main:
main.connect("progress", Callable(self, "_on_progression"))
# Connect signals for GhostBallCollision
$GhostBallCollision.connect("body_entered", Callable(self, "_on_Area_2D_body_entered"))
if not $GhostBallCollision.is_connected("area_entered", Callable(self, "_on_floor_margin_area_entered")):
$GhostBallCollision.connect("area_entered", Callable(self, "_on_floor_margin_area_entered"))
_on_directionals_select()
decide_direction()
func _process(delta: float) -> void:
var overlapping_bodies = $GhostBallCollision.get_overlapping_bodies()
if directionals > 0 and is_active:
$Arrow.visible = true
# Activate the collectable
if is_active:
$SleepyBall.texture = load("res://Sprites/SleepyBall.png")
if position.y > screen_top and !is_active:
is_active = true
activate_petals()
for body in overlapping_bodies:
if body.name == "Ghost" and directionals >= 0 and is_active:
emit_signal("collected", $center.global_position)
queue_free()
return
else:
return
var fall_speed := randi_range(350, 400)
var side_speed := Vector2(randf_range(-750, 750), 0) # Random horizontal speed
func _physics_process(delta) -> void:
var camera := get_viewport().get_camera_2d()
if camera != null:
var viewport_size := get_viewport_rect().size / camera.zoom
var camera_position := camera.global_position
var left_edge := camera_position.x - (viewport_size.x / 2)
var right_edge := camera_position.x + (viewport_size.x / 2)
var top_edge := camera_position.y - (viewport_size.y / 2)
var bottom_edge := camera_position.y + (viewport_size.y / 2)
# Bounce off left and right screen edges
if position.x <= left_edge + edge_push or position.x >= right_edge - edge_push:
side_speed.x = -side_speed.x
if position.y > bottom_edge:
queue_free()
position.y += fall_speed * delta
position += side_speed * delta
func _on_Area_2D_body_entered(body):
if body.name == "Ghost" and is_active and directionals == 0:
emit_signal("collected", $center.global_position)
queue_free()
elif body.name == "Ghost" and is_active and directionals > 0:
# L/R direction check
if directionals == 1:
if (stored_horizontal == -1 and $Arrow.rotation_degrees == 0) or (stored_horizontal == 1 and $Arrow.rotation_degrees == 180):
emit_signal("collected", $center.global_position) # Correct direction
queue_free()
else:
emit_signal("missed") # Wrong direction
queue_free()
# U/D direction check
elif directionals == 2:
if (stored_vertical == 1 and $Arrow.rotation_degrees == 90) or (stored_vertical == -1 and $Arrow.rotation_degrees == -90):
emit_signal("collected", $center.global_position) # Correct direction
queue_free()
else:
emit_signal("missed") # Wrong direction
queue_free()
# Diagonal direction check
elif directionals == 3:
var diag_collected = false
# Upper-left
if stored_horizontal == -1 and stored_vertical == 1 and $Arrow.rotation_degrees == 45:
diag_collected = true
# Upper-right
elif stored_horizontal == 1 and stored_vertical == 1 and $Arrow.rotation_degrees == 135:
diag_collected = true
# Lower-left
elif stored_horizontal == -1 and stored_vertical == -1 and $Arrow.rotation_degrees == -45:
diag_collected = true
# Lower-right
elif stored_horizontal == 1 and stored_vertical == -1 and $Arrow.rotation_degrees == -135:
diag_collected = true
if diag_collected:
emit_signal("collected", $center.global_position) # Correct direction
queue_free()
else:
emit_signal("missed") # Wrong direction
queue_free()
elif body.is_in_group("Collectable"):
pass
func _on_floor_margin_area_entered(area: Area2D) -> void:
if area.is_in_group("Floor") and !has_despawned and is_active:
has_despawned = true
emit_signal("missed")
queue_free()