extends Node2D var _Brick = preload("res://Brick/Brick.tscn") var _Ball = preload("res://Ball/Ball.tscn") var _Upgrade = preload("res://Upgrade/Upgrade.tscn") var bricks : Array = [] var balls : Array[Node] = [] enum { MODE_WAIT, MODE_PLAY, MODE_EXIT, MODE_LEAVE } var mode = MODE_WAIT var round : int = 0 signal update_lives var capture_mode : bool = false var lives : int = 3 : set(x): lives = x update_lives.emit() var level : String = "DUNKANOID" var level_data : Dictionary = {} var leave_direction : int = 0 var paused : bool = false 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: if OS.has_feature("editor"): if Input.is_action_just_pressed("cheat"): for i in 10: add_ball() if mode == MODE_EXIT: if $Paddle.global_position.x - ($Paddle.width / 2) <= 20: level = level_data.left leave(-1) if $Paddle.global_position.x + ($Paddle.width / 2) >= 412: level = level_data.right 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 > 428: if not $Sounds/RoundWon.playing: new_level() func leave(dir : int) -> void: mode = MODE_LEAVE leave_direction = dir func new_level() -> void: $Paddle.normal() mode = MODE_WAIT $Exits.visible = false for ball in balls: remove_child(ball) ball.queue_free() balls.clear() for brick in bricks: remove_child(brick) brick.queue_free() bricks.clear() round += 1 level_data = load_level_from_disk(level) $Start/Title.text = level $Start/Round.text = "ROUND %3d" % [round] $Background.texture = load("res://Backgrounds/%s.png" % level_data.background) load_level(level_data.data) var ball = _Ball.instantiate() ball.capture($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) $Start.visible = true $Sounds/StartRound.play() func _brick_destroyed(brick) -> void: Global.score += brick.value if randf() > 0.9: var upgrade = _Upgrade.instantiate() upgrade.position = brick.position upgrade.upgrade_collected.connect(_on_upgrade_collected) match randi() % 5: 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) add_child(upgrade) bricks.erase(brick) var brick_count = 0 for abrick in bricks: if abrick.my_type != Brick.INVULNERABLE: brick_count += 1 if brick_count == 0: for ball in balls: 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 $Sounds/RoundWon.play() func _input(event: InputEvent) -> void: if paused: 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 event is InputEventMouseButton: if mode != MODE_PLAY: return for ball in balls: if (ball.captured): ball.release() func _on_hit_paddle(ball) -> void: if capture_mode: var diff = $Paddle.global_position.x - ball.global_position.x ball.capture($Paddle, Vector2(diff, 8)) func _on_hit_floor(ball) -> void: $Sounds/FloorSound.play() balls.erase(ball) remove_child(ball) ball.call_deferred("queue_free") if balls.size() == 0: for c in get_children(): if c is Upgrade: remove_child(c) c.queue_free() capture_mode = false ball = _Ball.instantiate() ball.capture($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) $Sounds/StartRound.play() $Start.visible = true mode = MODE_WAIT lives -= 1 if lives <= 0: get_tree().change_scene_to_file("res://GameOver.tscn") func _on_round_won_finished() -> void: pass 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 get_tree().create_timer(10).timeout.connect(_cancel_capture_mode) "T": add_ball() add_ball() "S": for ball in balls: ball.slowdown() "E": $Paddle.big() "R": $Paddle.small() func add_ball() -> void: if balls.size() == 0: return var newball = _Ball.instantiate() newball.position = balls[0].position newball.linear_velocity = (balls[0].linear_velocity - Vector2((randf() - 0.5) * 180 , 0)).normalized() * balls[0].linear_velocity.length() newball.angular_velocity = 0 newball.hit_paddle.connect(_on_hit_paddle) newball.hit_floor.connect(_on_hit_floor) newball.speed = balls[0].speed if balls[0].captured: newball.capture($Paddle, Vector2((randf() - 0.5) * 32, 8)) 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(): var line : String = data[y] for x in line.length(): var c = line.substr(x, 1) if c == " ": continue var brick = _Brick.instantiate() match c: "R": brick.type(Brick.NORMAL, Color.RED) "G": brick.type(Brick.NORMAL, Color.GREEN) "Y": brick.type(Brick.NORMAL, Color.YELLOW) "B": brick.type(Brick.NORMAL, Color.ROYAL_BLUE) "M": brick.type(Brick.NORMAL, Color.MAGENTA) "C": brick.type(Brick.NORMAL, Color.CYAN) "W": brick.type(Brick.NORMAL, Color.WHITE) "O": brick.type(Brick.NORMAL, Color.ORANGE) "s": brick.type(Brick.SILVER, Color.SILVER) "g": brick.type(Brick.GOLD, Color.GOLD) "i": brick.type(Brick.INVULNERABLE, Color.GRAY) brick.position = Vector2(x * 32 + 16 + 16, y * 16 + 8 + 16) bricks.push_back(brick) brick.brick_destroyed.connect(_brick_destroyed) add_child(brick) func _on_start_round_finished() -> void: $Start.visible = false mode = MODE_PLAY func _on_update_lives() -> void: $LivesBox.text = "%d" % lives func load_level_from_disk(name : String) -> Dictionary: if FileAccess.file_exists("user://Levels/%s.json" % name): return JSON.parse_string(FileAccess.get_file_as_string("user://Levels/%s.json" % name)) 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"))