Improved graphics. Added game over scene

This commit is contained in:
2024-05-05 13:42:51 +01:00
parent 5a40233292
commit fef3ae9d8e
24 changed files with 392 additions and 48 deletions

View File

@@ -16,10 +16,19 @@ enum {
var mode = MODE_WAIT
signal update_score
signal update_lives
const levels = {
"TEST": {
"data": [
" ",
" ",
" R ",
],
"left": "RAINBOW",
"right": "SATERRANOID",
"round": 1
},
"DUNKANOID": {
"data": [
" ",
@@ -92,24 +101,35 @@ var lives : int = 3 :
set(x):
lives = x
update_lives.emit()
var score : int = 0 :
set(x):
score = x
update_score.emit()
var level : String = "DUNKANOID"
var leave_direction : int = 0
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
EventBus.update_score.connect(_on_update_score)
new_level()
func _process(_delta : float) -> void:
func _process(delta : float) -> void:
if mode == MODE_EXIT:
if $Paddle.global_position.x == 32:
level = levels[level].left
new_level()
leave(-1)
if $Paddle.global_position.x == 416:
level = levels[level].right
new_level()
leave(+1)
if mode == MODE_LEAVE:
$Paddle.global_position.x += (delta * leave_direction * 20.0)
if $Paddle.global_position.x < -16 or $Paddle.global_position.x > 448:
if not $Sounds/RoundWon.playing:
new_level()
func leave(dir : int) -> void:
mode = MODE_LEAVE
leave_direction = dir
func new_level() -> void:
mode = MODE_WAIT
@@ -134,11 +154,11 @@ func new_level() -> void:
balls.push_back(ball)
$Start.visible = true
$StartRound.play()
$Sounds/StartRound.play()
func _brick_destroyed(brick) -> void:
score += brick.value
Global.score += brick.value
if randf() > 0.9:
var upgrade = _Upgrade.instantiate()
upgrade.position = brick.position
@@ -162,14 +182,21 @@ func _brick_destroyed(brick) -> void:
remove_child(ball)
ball.queue_free()
balls.clear()
for c in get_children():
if c is Upgrade:
remove_child(c)
c.queue_free()
mode = MODE_EXIT
$Exits.visible = true
$RoundWon.play()
$Sounds/RoundWon.play()
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
$Paddle.position = Vector2(min(max(32, event.position.x), 432-16), 340)
if mode != MODE_LEAVE:
$Paddle.position = Vector2(min(max(32, event.position.x), 432-16), 340)
if event is InputEventMouseButton:
if mode != MODE_PLAY:
return
@@ -183,34 +210,40 @@ func _on_hit_paddle(ball) -> void:
ball.capture($Paddle, Vector2(diff, 8))
func _on_hit_floor(ball) -> void:
$FloorSound.play()
$Sounds/FloorSound.play()
balls.erase(ball)
remove_child(ball)
ball.call_deferred("queue_free")
if balls.size() == 0:
for c in get_children():
if c is Upgrade:
remove_child(c)
c.queue_free()
capture_mode = false
ball = _Ball.instantiate()
ball.capture($Paddle, Vector2((randf() * 32) - 16, 8))
ball.hit_paddle.connect(_on_hit_paddle)
ball.hit_floor.connect(_on_hit_floor)
add_child(ball)
balls.push_back(ball)
$StartRound.play()
$Sounds/StartRound.play()
$Start.visible = true
mode = MODE_WAIT
lives -= 1
if lives <= 0:
get_tree().change_scene_to_file("res://Intro.tscn")
get_tree().change_scene_to_file("res://GameOver.tscn")
func _on_round_won_finished() -> void:
pass
func _on_update_score() -> void:
func _on_update_score(score) -> void:
$ScoreBox.text = "%08d" % score
pass # Replace with function body.
func _on_upgrade_collected(code : String) -> void:
$Sounds/UpgradeCollected.play()
match code:
"C":
capture_mode = true
@@ -223,6 +256,8 @@ func _on_upgrade_collected(code : String) -> void:
add_ball()
func add_ball() -> void:
if balls.size() == 0:
return
var newball = _Ball.instantiate()
newball.position = balls[0].position
newball.linear_velocity = (balls[0].linear_velocity - Vector2((randf() - 0.5) * 100 , 0)).normalized() * balls[0].linear_velocity.length()
@@ -237,6 +272,9 @@ func add_ball() -> void:
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():