Added health bar and snail behavior enhancements
- Introduced a health bar for flowers, which updates based on the current GameState values. - Enhanced snail behavior with eating and sleeping states. Snails now have a chance to switch to the sleeping state while eating. - Improved mouse interaction with snails, allowing them to potentially switch to sleep mode when clicked. - Refactored cursor management into its own class for better code organization and readability. - Updated drone placement logic to use the new CursorManager class. - Added functionality for bees to replenish flower nectar levels after a certain number of deposits.
This commit is contained in:
parent
2a9e78b52e
commit
f0a7c5ca05
12 changed files with 167 additions and 33 deletions
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@ -126,3 +126,13 @@ libraries = {
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autoplay = "Highlight"
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[node name="Snail" parent="." instance=ExtResource("5_5uu7l")]
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[node name="HealthBar" type="ProgressBar" parent="."]
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offset_left = -50.0
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offset_top = 90.0
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offset_right = 50.0
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offset_bottom = 110.0
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mouse_filter = 2
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max_value = 10.0
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step = 1.0
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show_percentage = false
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@ -1,24 +1,33 @@
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[gd_scene load_steps=5 format=3 uid="uid://bnwvtlsvxjmel"]
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[gd_scene load_steps=6 format=3 uid="uid://bnwvtlsvxjmel"]
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[ext_resource type="Script" path="res://entities/scripts/snail.gd" id="1_lkvd1"]
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[ext_resource type="Script" path="res://entities/scripts/finite_state_machine.gd" id="1_tejvt"]
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[ext_resource type="Script" path="res://entities/snail/states/snail_sleeping.gd" id="3_wnrnl"]
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[ext_resource type="Script" path="res://entities/snail/states/snail_eating.gd" id="4_1abwi"]
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[node name="Snail" type="Sprite2D"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_2whjo"]
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radius = 42.0476
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[node name="Snail" type="CharacterBody2D"]
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collision_layer = 8
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collision_mask = 8
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input_pickable = true
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script = ExtResource("1_lkvd1")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="Polygon2D" type="Polygon2D" parent="."]
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polygon = PackedVector2Array(-8, -8, 4, -11, 10, 5, -7, 9, -25, 8, -22, 0, -11, 0)
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polygon = PackedVector2Array(-8, -8, -5, -1, 10, 5, -7, 9, -25, 8, -28, -5, -20, -11)
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[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("initial_state")]
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script = ExtResource("1_tejvt")
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initial_state = NodePath("Sleeping")
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initial_state = NodePath("Eating")
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[node name="Sleeping" type="Node" parent="StateMachine"]
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script = ExtResource("3_wnrnl")
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[node name="Eating" type="Node" parent="StateMachine"]
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script = ExtResource("4_1abwi")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_2whjo")
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@ -1,6 +1,6 @@
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class_name DirectorDrone extends Drone
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@onready var edit_cursor : Resource = preload("res://resources/cursors/message_dots_round.png")
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@onready var label : Label = get_node("Label")
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@export var visit_order : int = 0 :
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@ -17,21 +17,19 @@ func _on_click_detection_mouse_entered() -> void:
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if GameState.placing_drone == false:
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Log.pr("Mouse entered the director drone!")
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label.visible = true
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Input.set_custom_mouse_cursor(edit_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
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CursorMgr.edit()
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func _on_click_detection_mouse_exited() -> void:
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if GameState.placing_drone == false:
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Log.pr("Mouse exited the director drone!")
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label.visible = false
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#Input.set_custom_mouse_cursor(null)
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GameState.reset_cursor()
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CursorMgr.reset_cursor()
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func _on_click_detection_input_event(_viewport:Node, event:InputEvent, _shape_idx:int) -> void:
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if GameState.placing_drone == false:
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if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
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#Input.set_custom_mouse_cursor(null)
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GameState.reset_cursor()
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CursorMgr.reset_cursor()
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queue_free()
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get_parent().get_parent().update_director_drone_list()
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@ -28,6 +28,12 @@ func _physics_process(delta : float) -> void:
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if current_state:
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current_state.physics_update(delta)
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func get_current_state_name() -> String:
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if current_state:
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return current_state.name.to_lower()
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else:
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return ""
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# Use force_change_state cautiously, it immediately switches to a state regardless of any transitions.
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# This is used to force us into a 'death state' when killed
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func force_change_state(new_state : String) -> void:
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@ -10,17 +10,25 @@ var spawn_snails : bool = false
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@onready var spawn_area : CollisionShape2D = $FlowerCollectionArea/CollisionShape2D
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@onready var snail : Snail = $Snail
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var last_health_check : float = 0
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var health_check_timer : float = 0.5
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@onready var health_bar : ProgressBar = $HealthBar
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func _ready() -> void:
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hide_outline()
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setup_healthbar()
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## Check if this level is spawning snails or not
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if GameState.spawn_snails:
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Log.pr("Going to be spawning snails!")
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spawn_snails = true
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Log.pr(get_random_snail_spawn())
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snail.global_position = get_random_snail_spawn()
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Log.pr(get_random_circumference_points())
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snail.global_position = get_random_circumference_points()
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func _process(delta: float) -> void:
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update_healthbar(delta)
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func show_outline() -> void:
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outline.visible = true
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@ -29,7 +37,7 @@ func hide_outline() -> void:
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outline.visible = false
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func get_random_snail_spawn() -> Vector2:
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func get_random_circumference_points() -> Vector2:
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var circle_radius : float = spawn_area.shape.radius
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var random_angle : float = randf_range(0, TAU)
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@ -39,4 +47,24 @@ func get_random_snail_spawn() -> Vector2:
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var circle_center : Vector2 = spawn_area.global_position
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var random_point : Vector2 = circle_center + Vector2(x, y)
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return random_point
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return random_point
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## Initial setup of the health bar - updating the values
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# and hiding it from view.
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func setup_healthbar() -> void:
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health_bar.max_value = GameState.max_flower_nectar_level
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health_bar.value = GameState.flower_nectar_level
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health_bar.visible = false
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## Update the health bar based on the current GameState values
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# and display it if required. Conversely, hide it if the flower is at max powah.
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func update_healthbar(delta : float) -> void:
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last_health_check += delta
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if last_health_check >= health_check_timer:
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last_health_check = 0
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if GameState.flower_nectar_level < GameState.max_flower_nectar_level:
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health_bar.value = GameState.flower_nectar_level
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health_bar.visible = true
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else:
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health_bar.value = GameState.max_flower_nectar_level
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health_bar.visible = false
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@ -1,6 +1,46 @@
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extends Sprite2D
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extends CharacterBody2D
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class_name Snail
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@onready var fsm : FiniteStateMachine = $StateMachine as FiniteStateMachine
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@onready var flowers : Flowers = get_parent()
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var enabled : bool = false
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var eating : bool = false
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var speed : float = 20.0
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var mouse_over : bool = false
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func _ready() -> void:
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connect("mouse_entered", Callable(self, "on_mouse_entered"))
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connect("mouse_exited", Callable(self, "on_mouse_exited"))
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# Detect mouse left click and trigger function
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func _input(event : InputEvent) -> void:
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if mouse_over and eating:
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if event is InputEventMouseButton:
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if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_LEFT && event.pressed):
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maybe_sleep()
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func eat() -> void:
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# Play the munch animation and noise
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# Reduce the GameState flower_nectar_level
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GameState.flower_nectar_level -= 1
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func maybe_sleep() -> void:
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# If the snail is still eating, then we want a 30% chance of switching it it to the sleeping state
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if eating:
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if randf() < 0.3:
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if fsm.get_current_state_name() == "eating":
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fsm.change_state(fsm.current_state, "sleeping")
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func get_random_target() -> Vector2:
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return flowers.get_random_circumference_points()
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func on_mouse_entered() -> void:
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mouse_over = true
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Log.pr("Mouse entered the snail!")
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func on_mouse_exited() -> void:
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# Reset the cursor to the default
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mouse_over = false
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CursorMgr.reset_cursor()
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@ -3,16 +3,36 @@ class_name SnailEating
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@onready var snail : Snail = get_parent().get_parent() as Snail # I think this is bad but I dont care it works
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var eat_interval : float = 3.0
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var eat_timer : float = 0.0
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var move_to : Vector2 = Vector2.ZERO
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func enter(_msg : Dictionary = {}) -> void:
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Log.pr("I am a snail...")
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Log.pr("I am a snail and I will eat!")
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snail.eating = true
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func exit() -> void:
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snail.eating = false
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func update(_delta : float) -> void:
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pass
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func update(delta : float) -> void:
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eat_timer += delta
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if eat_timer >= eat_interval:
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snail.eat()
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eat_timer = 0.0
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func physics_update(_delta : float) -> void:
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pass
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if move_to == Vector2.ZERO:
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move_to = snail.get_random_target()
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if snail.global_position.distance_to(move_to) > 3:
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snail.velocity = snail.global_position.direction_to(move_to) * snail.speed
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snail.move_and_slide()
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snail.look_at(move_to)
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else:
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move_to = Vector2.ZERO
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@ -144,6 +144,7 @@ unique_name_in_owner = true
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z_index = 900
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offset_right = 1280.0
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offset_bottom = 720.0
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mouse_filter = 1
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[node name="DroneManager" parent="." instance=ExtResource("13_pibpn")]
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unique_name_in_owner = true
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@ -19,8 +19,9 @@ config/windows_native_icon="res://resources/icons/icon.ico"
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[autoload]
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GameState="*res://utility/game_state.gd"
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Str="*res://utility/utility_strings.gd"
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CursorMgr="*res://utility/cursor_manager.gd"
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GameState="*res://utility/game_state.gd"
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SceneMgr="*res://utility/global_scene_manager.gd"
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HighScoreMgr="*res://utility/high_scores.gd"
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@ -13,7 +13,6 @@ var director_drones : Array = [] # List of all director drones in the world
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@onready var drone_controls : HBoxContainer = %DroneControls
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@onready var ui_controls : UIComponent = get_parent().get_node("UiComponent")
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@onready var spawned_drones_container : Node = get_node("SpawnedDrones")
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@onready var place_cursor : Resource = preload("res://resources/cursors/target_round_b.png")
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# Drones!
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@onready var director_drone : Resource = preload("res://entities/DirectorDrone.tscn")
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@ -83,7 +82,7 @@ func spawn_drone(drone_type : String) -> void:
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func place_drone(drone_type : String) -> void:
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if !spawning_drone:
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Input.set_custom_mouse_cursor(place_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
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CursorMgr.place()
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drone_controls.disable_buttons()
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Log.pr("Placing " + drone_type + "...")
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spawning_drone = true
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@ -91,8 +90,7 @@ func place_drone(drone_type : String) -> void:
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spawning_type = drone_type
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func cancel_spawning() -> void:
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#Input.set_custom_mouse_cursor(null)
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GameState.reset_cursor()
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CursorMgr.reset_cursor()
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drone_controls.reset_button_focus()
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drone_controls.enable_buttons()
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spawning_drone = false
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15
utility/cursor_manager.gd
Normal file
15
utility/cursor_manager.gd
Normal file
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@ -0,0 +1,15 @@
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extends Node
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class_name CursorManager
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@onready var default_cursor : Resource = preload("res://resources/cursors/pointer_a.png")
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@onready var place_cursor : Resource = preload("res://resources/cursors/target_round_b.png")
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@onready var edit_cursor : Resource = preload("res://resources/cursors/message_dots_round.png")
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func reset_cursor() -> void:
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Input.set_custom_mouse_cursor(default_cursor, Input.CURSOR_ARROW, Vector2(8, 8))
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func place() -> void:
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Input.set_custom_mouse_cursor(place_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
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func edit() -> void:
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Input.set_custom_mouse_cursor(edit_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
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@ -1,8 +1,5 @@
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class_name GameStateManager extends Node
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## THIS SHOULD NOT EXIST HERE BUT I AM NOT GOING TO MAKE A NEW CLASS FOR IT RIGHT NOW
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@onready var default_cursor : Resource = preload("res://resources/cursors/pointer_a.png")
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var placing_drone : bool = false
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var level_timer : float = 0.0
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## Game Rules ##############################################################
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# Nectar levels - Depleted by snails, increased by bee visits?? Or time, TBD
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# TODO: Decide how to renew the nectar levels
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# Nectar levels - Depleted by snails, increased by bee nectar deposits
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# This is capped out at 10... Seems like a good amount
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# This has to be at least 1 at all times or the bees dont know wtf is going on
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var flower_nectar_level_charge : int = 0
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var flower_nectar_level_charge_required : int = 10
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var max_flower_nectar_level : int = 10
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var flower_nectar_level : int = 10 :
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get:
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return flower_nectar_level
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set(value):
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if value > 10:
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if value > max_flower_nectar_level:
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flower_nectar_level = 10
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elif value < 1:
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flower_nectar_level = 1
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else:
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flower_nectar_level = value
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@ -69,11 +71,20 @@ func _process(delta : float) -> void:
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if level_started and !level_complete and !game_over:
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level_timer += delta
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## For every 10 times the bees deposit nectar it will charge
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# the nectar level of the flowers by 1
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func pollenate() -> void:
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flower_nectar_level_charge += 1
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if flower_nectar_level_charge >= flower_nectar_level_charge_required:
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flower_nectar_level += 1
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flower_nectar_level_charge = 0
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func bee_died() -> void:
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dead_bees += 1
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# Add the nectar to the total gathered nectar
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func add_nectar(nectar : int) -> void:
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pollenate()
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gathered_nectar += nectar
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func add_drone() -> void:
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@ -107,6 +118,3 @@ func reset() -> void:
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drones_used = 0
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dead_bees = 0
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spawn_snails = false
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func reset_cursor() -> void:
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Input.set_custom_mouse_cursor(default_cursor, Input.CURSOR_ARROW, Vector2(8, 8))
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