Added settings for volume and mouse mode

This commit is contained in:
2024-05-06 12:36:05 +01:00
parent 2af3cb32eb
commit 38b7b8f0b8
15 changed files with 438 additions and 75 deletions

View File

@@ -7,6 +7,8 @@ var _Upgrade = preload("res://Upgrade/Upgrade.tscn")
var bricks : Array = []
var balls : Array[Node] = []
const PADDLE_SPEED : float = 150
enum {
MODE_WAIT,
MODE_PLAY,
@@ -15,10 +17,9 @@ enum {
}
var mode = MODE_WAIT
var round : int = 0
var chr : int = 0
signal update_lives
var capture_mode : bool = false
var lives : int = 3 :
set(x):
lives = x
@@ -33,7 +34,11 @@ var leave_direction : int = 0
var paused : bool = false
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
if Global.relative_mouse:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
EventBus.update_score.connect(_on_update_score)
new_level()
@@ -57,7 +62,25 @@ func _process(delta : float) -> void:
if $Paddle.global_position.x < -16 or $Paddle.global_position.x > 428:
if not $Sounds/RoundWon.playing:
new_level()
else:
if Input.is_action_pressed("left"):
var leftmost = 16 + $Paddle.width / 2
$Paddle.position.x -= delta * PADDLE_SPEED
$Paddle.position.y = 340
if $Paddle.position.x < leftmost:
$Paddle.position.x = leftmost
if Input.is_action_pressed("right"):
var rightmost = 432 - $Paddle.width / 2
$Paddle.position.x += delta * PADDLE_SPEED
$Paddle.position.y = 340
if $Paddle.position.x > rightmost:
$Paddle.position.x = rightmost
if Input.is_action_just_pressed("fire"):
if mode == MODE_PLAY:
for ball in balls:
if (ball.captured):
ball.release()
func leave(dir : int) -> void:
mode = MODE_LEAVE
@@ -65,6 +88,7 @@ func leave(dir : int) -> void:
func new_level() -> void:
$Paddle.normal()
$Paddle.position.x = 224
mode = MODE_WAIT
$Exits.visible = false
for ball in balls:
@@ -72,14 +96,14 @@ func new_level() -> void:
ball.queue_free()
balls.clear()
for brick in bricks:
remove_child(brick)
$Bricks.remove_child(brick)
brick.queue_free()
bricks.clear()
round += 1
chr += 1
level_data = load_level_from_disk(level)
$Start/Title.text = level
$Start/Round.text = "ROUND %3d" % [round]
$Start/Round.text = "ROUND %3d" % [chr]
$Background.texture = load("res://Backgrounds/%s.png" % level_data.background)
load_level(level_data.data)
var ball = _Ball.instantiate()
@@ -95,21 +119,22 @@ func new_level() -> void:
func _brick_destroyed(brick) -> void:
Global.score += brick.value
if randf() > 0.9:
if randf() > 0.4:
var upgrade = _Upgrade.instantiate()
upgrade.position = brick.position
upgrade.upgrade_collected.connect(_on_upgrade_collected)
match randi() % 5:
0:
#0:
_:
upgrade.set_upgrade("C", Color.BLUE)
1:
upgrade.set_upgrade("T", Color.GREEN)
2:
upgrade.set_upgrade("S", Color.CYAN)
3:
upgrade.set_upgrade("E", Color.DARK_SEA_GREEN)
4:
upgrade.set_upgrade("R", Color.LIGHT_CORAL)
#1:
#upgrade.set_upgrade("T", Color.GREEN)
#2:
#upgrade.set_upgrade("S", Color.CYAN)
#3:
#upgrade.set_upgrade("E", Color.DARK_SEA_GREEN)
#4:
#upgrade.set_upgrade("R", Color.LIGHT_CORAL)
add_child(upgrade)
bricks.erase(brick)
var brick_count = 0
@@ -138,7 +163,17 @@ func _input(event: InputEvent) -> void:
return
if event is InputEventMouseMotion:
if mode != MODE_LEAVE:
$Paddle.position = Vector2(min(max(16 + $Paddle.width/2, event.position.x), 432-$Paddle.width/2), 340)
if Global.relative_mouse:
var leftmost = 16 + $Paddle.width / 2
var rightmost = 432 - $Paddle.width / 2
$Paddle.position.x += event.relative.x
$Paddle.position.y = 340
if $Paddle.position.x < leftmost:
$Paddle.position.x = leftmost
if $Paddle.position.x > rightmost:
$Paddle.position.x = rightmost
else:
$Paddle.position = Vector2(min(max(16 + $Paddle.width/2, event.position.x), 432-$Paddle.width/2), 340)
if event is InputEventMouseButton:
if mode != MODE_PLAY:
return
@@ -147,7 +182,7 @@ func _input(event: InputEvent) -> void:
ball.release()
func _on_hit_paddle(ball) -> void:
if capture_mode:
if $Paddle.is_capture():
var diff = $Paddle.global_position.x - ball.global_position.x
ball.capture($Paddle, Vector2(diff, 8))
@@ -161,7 +196,7 @@ func _on_hit_floor(ball) -> void:
if c is Upgrade:
remove_child(c)
c.queue_free()
capture_mode = false
$Paddle.normal()
ball = _Ball.instantiate()
ball.capture($Paddle, Vector2((randf() * 32) - 16, 8))
ball.hit_paddle.connect(_on_hit_paddle)
@@ -188,8 +223,7 @@ func _on_upgrade_collected(code : String) -> void:
$Sounds/UpgradeCollected.play()
match code:
"C":
capture_mode = true
get_tree().create_timer(10).timeout.connect(_cancel_capture_mode)
$Paddle.capture()
"T":
add_ball()
add_ball()
@@ -216,12 +250,7 @@ func add_ball() -> void:
add_child(newball)
balls.push_back(newball)
func _cancel_capture_mode() -> void:
capture_mode = false
for ball in balls:
if ball.captured:
ball.release()
func load_level(data) -> void:
for y in data.size():
@@ -259,15 +288,12 @@ func load_level(data) -> void:
brick.position = Vector2(x * 32 + 16 + 16, y * 16 + 8 + 16)
bricks.push_back(brick)
brick.brick_destroyed.connect(_brick_destroyed)
add_child(brick)
$Bricks.add_child(brick)
func _on_start_round_finished() -> void:
$Start.visible = false
mode = MODE_PLAY
func _on_update_lives() -> void:
$LivesBox.text = "%d" % lives
@@ -277,3 +303,9 @@ func load_level_from_disk(name : String) -> Dictionary:
if FileAccess.file_exists("res://Levels/%s.json" % name):
return JSON.parse_string(FileAccess.get_file_as_string("res://Levels/%s.json" % name))
return JSON.parse_string(FileAccess.get_file_as_string("res://Levels/NOTFOUND.json"))
func _on_paddle_effect_finished(effect: int) -> void:
if effect == Paddle.PADDLE_CAPTURE:
for ball in balls:
if ball.captured:
ball.release()