459 lines
13 KiB
GDScript
459 lines
13 KiB
GDScript
extends Node2D
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var _Brick = preload("res://Brick/Brick.tscn")
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var _Ball = preload("res://Ball/Ball.tscn")
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var _Upgrade = preload("res://Upgrade/Upgrade.tscn")
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var _Alien = preload("res://Alien.tscn")
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var _Bullet = preload("res://Bullet.tscn")
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@onready var ScoreNode = $ScoreCard/Score/ScoreBox
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@onready var LivesNode = $ScoreCard/Lives/LivesBox
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@onready var RunTimeNode = $ScoreCard/RunTime/RunTime
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@onready var BestTimeNode = $ScoreCard/BestTime/BestTime
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@onready var BricksNode = $Bricks
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@onready var BackgroundNode = $Background
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@onready var PaddleNode = $Paddle
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@onready var PipesNode = $Pipes
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@onready var AliensNode = $Aliens
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@onready var RunTimerNode = $RunTimer
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@onready var NewBestNode = $NewBestTime
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@onready var NewBestTimeNode = $NewBestTime/HBoxContainer/BestTime
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@onready var StartTitleNode = $Start/VBoxContainer/PanelContainer/VBoxContainer/Title
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@onready var StartRoundNode = $Start/VBoxContainer/PanelContainer/VBoxContainer/Round
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@onready var StartNode = $Start
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@onready var PowerballTimerNode = $PowerBallTimer
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@onready var FloorSoundNode = $Sounds/FloorSound
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@onready var UpgradeSoundNode = $Sounds/UpgradeCollected
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@onready var AlienDieSoundNode = $Sounds/AlienDie
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var bricks : Array = []
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var balls : Array[Node] = []
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const PADDLE_SPEED : float = 150
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enum {
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MODE_WAIT,
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MODE_PLAY,
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MODE_EXIT,
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MODE_LEAVE
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}
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var mode = MODE_WAIT
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var chr : int = 0
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signal update_lives
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var lives : int = 3 :
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set(x):
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lives = x
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update_lives.emit()
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var level : String = "DUNKANOID"
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var level_data : Dictionary = {}
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var leave_direction : int = 0
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var paused : bool = false
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var level_starting : bool = false
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var time_run : bool = false
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func _ready() -> void:
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if Global.relative_mouse:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
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EventBus.update_score.connect(_on_update_score)
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new_level()
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Music.play_game()
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var opened: bool = false
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func _process(delta : float) -> void:
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if OS.has_feature("editor"):
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if Input.is_action_just_pressed("cheat"):
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fire_bullet()
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if PaddleNode.is_laser():
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if Input.is_action_just_pressed("fire"):
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fire_bullet()
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if mode == MODE_EXIT:
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if PaddleNode.global_position.x - (PaddleNode.width / 2) <= 20:
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level = level_data.left
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leave(-1)
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if PaddleNode.global_position.x + (PaddleNode.width / 2) >= 412:
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level = level_data.right
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leave(+1)
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if mode == MODE_LEAVE:
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PaddleNode.global_position.x += (delta * leave_direction * 20.0)
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if PaddleNode.global_position.x < -16 or PaddleNode.global_position.x > 462:
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if opened:
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PipesNode.close_door(Pipes.BOTTOM_LEFT)
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PipesNode.close_door(Pipes.BOTTOM_RIGHT)
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opened = false
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if not Music.jingle_playing:
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new_level()
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else:
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if Input.is_action_pressed("left"):
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var leftmost = 16 + PaddleNode.width / 2
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PaddleNode.position.x -= delta * PADDLE_SPEED
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PaddleNode.position.y = 340
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if PaddleNode.position.x < leftmost:
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PaddleNode.position.x = leftmost
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if Input.is_action_pressed("right"):
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var rightmost = 432 - PaddleNode.width / 2
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PaddleNode.position.x += delta * PADDLE_SPEED
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PaddleNode.position.y = 340
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if PaddleNode.position.x > rightmost:
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PaddleNode.position.x = rightmost
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if Input.is_action_just_pressed("fire"):
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if mode == MODE_PLAY:
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if level_starting:
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level_starting = false
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RunTimerNode.start()
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time_run = true
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for ball in balls:
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if (ball.captured):
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ball.release()
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if time_run:
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RunTimeNode.text = "%02d:%05.2f" % [RunTimerNode.elapsed_time / 60000, RunTimerNode.elapsed_time % 60000 / 1000.0]
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func leave(dir : int) -> void:
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mode = MODE_LEAVE
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leave_direction = dir
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func new_level() -> void:
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NewBestNode.visible = false
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time_run = false
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level_starting = true
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PaddleNode.normal()
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PaddleNode.position.x = 224
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mode = MODE_WAIT
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for ball in balls:
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if ball.get_parent() != self:
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print("For some reason this ball's parent has got lost")
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remove_child(ball)
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ball.queue_free()
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balls.clear()
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for brick in bricks:
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BricksNode.remove_child(brick)
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brick.queue_free()
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bricks.clear()
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chr += 1
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level_data = load_level_from_disk(level)
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BestTimeNode.text = format_time(Global.get_best_time(level_data.name))
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StartTitleNode.text = level
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StartRoundNode.text = "ROUND %3d" % [chr]
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BackgroundNode.texture = load("res://Backgrounds/%s.png" % level_data.background)
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BackgroundNode.modulate = Color("#%s" % level_data.get("tint", "FFFFFF"))
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load_level(level_data.data)
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var ball = _Ball.instantiate()
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ball.capture(PaddleNode, Vector2((randf() * 32) - 16, 8))
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ball.hit_paddle.connect(_on_hit_paddle)
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ball.hit_floor.connect(_on_hit_floor)
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add_child(ball)
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balls.push_back(ball)
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StartNode.visible = true
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Music.jingle_finished.connect(_on_start_round_finished)
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Music.jingle(Music.JINGLE_LEVEL_START)
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func _brick_destroyed(brick) -> void:
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Global.score += brick.value
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if randf() > 0.9:
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var upgrade = _Upgrade.instantiate()
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upgrade.position = brick.position
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upgrade.upgrade_collected.connect(_on_upgrade_collected)
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match randi() % 7:
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0:
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upgrade.set_upgrade("C", Color.BLUE)
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1:
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upgrade.set_upgrade("T", Color.GREEN)
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2:
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upgrade.set_upgrade("S", Color.CYAN)
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3:
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upgrade.set_upgrade("E", Color.DARK_SEA_GREEN)
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4:
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upgrade.set_upgrade("R", Color.LIGHT_CORAL)
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5:
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upgrade.set_upgrade("P", Color.AQUAMARINE)
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6:
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upgrade.set_upgrade("L", Color.GOLD)
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call_deferred("add_child", upgrade)
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bricks.erase(brick)
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var brick_count = 0
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for abrick in bricks:
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if abrick.my_type != Brick.INVULNERABLE:
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brick_count += 1
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if brick_count == 0:
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for ball in balls:
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call_deferred("remove_child", ball)
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ball.call_deferred("queue_free")
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balls.clear()
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for c in get_children():
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if c is Upgrade:
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call_deferred("remove_child", c)
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c.call_deferred("queue_free")
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for c in AliensNode.get_children():
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AliensNode.call_deferred("remove_child", c)
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c.call_deferred("queue_free")
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mode = MODE_EXIT
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PipesNode.open_door(Pipes.BOTTOM_LEFT)
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PipesNode.open_door(Pipes.BOTTOM_RIGHT)
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opened = true
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Music.jingle(Music.JINGLE_LEVEL_WON)
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var elapsed = RunTimerNode.elapsed_time
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var best = Global.get_best_time(level_data.name)
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if elapsed < best:
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Global.set_best_time(level_data.name, elapsed)
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RunTimerNode.pause()
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NewBestTimeNode.text = format_time(elapsed)
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NewBestNode.visible = true
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func format_time(time : int) -> String:
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if time > 3600000:
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return "--:--.--"
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return "%02d:%05.2f" % [int(time / 60000.0), time % 60000 / 1000.0]
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func _input(event: InputEvent) -> void:
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if paused:
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return
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if event is InputEventMouseMotion:
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if mode != MODE_LEAVE:
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if Global.relative_mouse:
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var leftmost = 16 + PaddleNode.width / 2
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var rightmost = 432 - PaddleNode.width / 2
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PaddleNode.position.x += event.relative.x
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PaddleNode.position.y = 340
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if PaddleNode.position.x < leftmost:
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PaddleNode.position.x = leftmost
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if PaddleNode.position.x > rightmost:
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PaddleNode.position.x = rightmost
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else:
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PaddleNode.position = Vector2(min(max(16 + PaddleNode.width/2, event.position.x), 432-PaddleNode.width/2), 340)
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if event is InputEventMouseButton:
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if event.pressed:
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if mode == MODE_PLAY:
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if PaddleNode.is_laser():
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fire_bullet()
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if level_starting:
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RunTimerNode.start()
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level_starting = false
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time_run = true
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for ball in balls:
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if (ball.captured):
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ball.release()
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func _on_hit_paddle(ball) -> void:
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if PaddleNode.is_capture():
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var diff = PaddleNode.global_position.x - ball.global_position.x
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ball.capture(PaddleNode, Vector2(diff, 8))
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func _on_hit_floor(ball) -> void:
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FloorSoundNode.play()
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balls.erase(ball)
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call_deferred("remove_child", ball)
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ball.call_deferred("queue_free")
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if balls.size() == 0:
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for c in get_children():
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if c is Upgrade:
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remove_child(c)
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c.queue_free()
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PaddleNode.normal()
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ball = _Ball.instantiate()
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ball.capture(PaddleNode, Vector2((randf() * 32) - 16, 8))
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ball.hit_paddle.connect(_on_hit_paddle)
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ball.hit_floor.connect(_on_hit_floor)
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add_child(ball)
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balls.push_back(ball)
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Music.jingle_finished.connect(_on_start_round_finished)
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Music.jingle(Music.JINGLE_LEVEL_START)
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StartNode.visible = true
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mode = MODE_WAIT
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lives -= 1
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if lives <= 0:
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get_tree().change_scene_to_file("res://GameOver.tscn")
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func _on_round_won_finished() -> void:
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pass
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func _on_update_score(score) -> void:
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ScoreNode.text = "%08d" % score
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pass # Replace with function body.
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func _on_upgrade_collected(code : String) -> void:
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UpgradeSoundNode.play()
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match code:
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"C":
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PaddleNode.capture()
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"T":
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add_ball()
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add_ball()
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"S":
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for ball in balls:
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ball.slowdown()
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"E":
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PaddleNode.big()
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"R":
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PaddleNode.small()
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"P":
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start_powerball()
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"L":
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PaddleNode.laser()
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func add_ball() -> void:
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if balls.size() == 0:
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return
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var newball = _Ball.instantiate()
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newball.position = balls[0].position
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newball.linear_velocity = (balls[0].linear_velocity - Vector2((randf() - 0.5) * 180 , 0)).normalized() * balls[0].linear_velocity.length()
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newball.angular_velocity = 0
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newball.hit_paddle.connect(_on_hit_paddle)
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newball.hit_floor.connect(_on_hit_floor)
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newball.speed = balls[0].speed
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if balls[0].is_sparkles():
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newball.enable_sparkles()
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if balls[0].captured:
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newball.capture(PaddleNode, Vector2((randf() - 0.5) * 32, 8))
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call_deferred("add_child", newball)
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balls.push_back(newball)
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func load_level(data) -> void:
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for y in data.size():
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var line : String = data[y]
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for x in line.length():
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var c = line.substr(x, 1)
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if c == " ":
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continue
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var brick = _Brick.instantiate()
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match c:
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"R":
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brick.type(Brick.NORMAL, Color.RED)
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"G":
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brick.type(Brick.NORMAL, Color.GREEN)
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"Y":
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brick.type(Brick.NORMAL, Color.YELLOW)
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"B":
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brick.type(Brick.NORMAL, Color.ROYAL_BLUE)
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"M":
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brick.type(Brick.NORMAL, Color.MAGENTA)
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"C":
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brick.type(Brick.NORMAL, Color.CYAN)
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"W":
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brick.type(Brick.NORMAL, Color.WHITE)
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"O":
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brick.type(Brick.NORMAL, Color.ORANGE)
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"s":
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brick.type(Brick.SILVER, Color.SILVER)
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"g":
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brick.type(Brick.GOLD, Color.GOLD)
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"i":
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brick.type(Brick.INVULNERABLE, Color.GRAY)
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brick.position = Vector2(x * 32 + 16 + 16, y * 16 + 8 + 16)
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bricks.push_back(brick)
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brick.brick_destroyed.connect(_brick_destroyed)
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BricksNode.add_child(brick)
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func _on_start_round_finished(_item : int) -> void:
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Music.jingle_finished.disconnect(_on_start_round_finished)
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StartNode.visible = false
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mode = MODE_PLAY
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func _on_update_lives() -> void:
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LivesNode.text = "%d" % lives
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func load_level_from_disk(lname : String) -> Dictionary:
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if FileAccess.file_exists("user://Levels/%s.json" % lname):
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return JSON.parse_string(FileAccess.get_file_as_string("user://Levels/%s.json" % lname))
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if FileAccess.file_exists("res://Levels/%s.json" % lname):
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return JSON.parse_string(FileAccess.get_file_as_string("res://Levels/%s.json" % lname))
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return JSON.parse_string(FileAccess.get_file_as_string("res://Levels/NOTFOUND.json"))
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func _on_paddle_effect_finished(effect: int) -> void:
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if effect == Paddle.PADDLE_CAPTURE:
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for ball in balls:
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if ball.captured:
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ball.release()
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func start_powerball() -> void:
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for ball in balls:
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ball.enable_sparkles()
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for brick in BricksNode.get_children():
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brick.enable_pass()
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PowerballTimerNode.start(10)
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func stop_powerball() -> void:
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for ball in balls:
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ball.disable_sparkles()
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for brick in BricksNode.get_children():
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brick.disable_pass()
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func _on_power_ball_timer_timeout() -> void:
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stop_powerball()
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func spawn_alien() -> void:
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if AliensNode.get_child_count() < 3:
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var door : int = Pipes.TOP_LEFT if randf() < 0.5 else Pipes.TOP_RIGHT
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PipesNode.open_door(door)
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func _on_pipes_door_opened(door) -> void:
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match door:
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Pipes.TOP_LEFT:
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var alien = _Alien.instantiate()
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alien.position = Vector2(128, -12)
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alien.velocity = Vector2(0, 50)
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alien.alien_died.connect(_alien_died)
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AliensNode.add_child(alien)
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get_tree().create_timer(2).timeout.connect(_close_top_left)
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pass
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Pipes.TOP_RIGHT:
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var alien = _Alien.instantiate()
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alien.position = Vector2(320, -12)
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alien.velocity = Vector2(0, 50)
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alien.alien_died.connect(_alien_died)
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AliensNode.add_child(alien)
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get_tree().create_timer(2).timeout.connect(_close_top_right)
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pass
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func _close_top_left() -> void:
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PipesNode.close_door(Pipes.TOP_LEFT)
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func _close_top_right() -> void:
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PipesNode.close_door(Pipes.TOP_RIGHT)
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func _on_alien_timer_timeout() -> void:
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spawn_alien()
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func _alien_died(points : int) -> void:
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Global.score += points
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AlienDieSoundNode.play()
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func fire_bullet() -> void:
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var bullet = _Bullet.instantiate()
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bullet.global_position = PaddleNode.global_position - Vector2(0, 8)
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bullet.hit_brick.connect(_on_bullet_hit_brick)
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bullet.hit_alien.connect(_on_bullet_hit_alien)
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add_child(bullet)
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bullet.linear_velocity = Vector2(0, -500)
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func _on_bullet_hit_brick(node) -> void:
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node.hit()
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func _on_bullet_hit_alien(node) -> void:
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node.hit()
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