130 lines
3.1 KiB
GDScript
130 lines
3.1 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 bricks : Array = []
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var balls : Array[Node] = []
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signal update_score
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var capture_mode : bool = false
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var lives : int = 3
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var score : int = 0 :
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set(x):
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score = x
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update_score.emit()
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
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new_level()
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func new_level() -> void:
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for ball in balls:
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remove_child(ball)
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ball.queue_free()
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for y in 8:
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for x in 16:
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var brick = Brick.instantiate()
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brick.color = Color(randf(), randf(), randf())
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brick.position = Vector2(x * 32 + 16, y * 16 + 8 + 32)
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bricks.push_back(brick)
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brick.brick_destroyed.connect(_brick_destroyed)
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add_child(brick)
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var ball = Ball.instantiate()
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ball.capture($Paddle, Vector2((randf() * 32) - 16, 8))
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ball.hit_paddle.connect(_on_hit_paddle)
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ball.hit_floor.connect(_on_hit_floor)
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add_child(ball)
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balls.push_back(ball)
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$StartRound.play()
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func _brick_destroyed(brick) -> void:
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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() % 3:
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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("X", Color.RED)
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add_child(upgrade)
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bricks.erase(brick)
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if bricks.size() == 0:
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for ball in balls:
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remove_child(ball)
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ball.queue_free()
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balls.erase(ball)
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$RoundWon.play()
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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$Paddle.position = Vector2(min(max(16, event.position.x), 512-16), 340)
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if event is InputEventMouseButton:
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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 capture_mode:
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var diff = $Paddle.global_position.x - ball.global_position.x
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ball.capture($Paddle, Vector2(diff, 8))
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func _on_hit_floor(ball) -> void:
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$FloorSound.play()
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print("Hit floor!")
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balls.erase(ball)
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remove_child(ball)
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ball.call_deferred("queue_free")
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if balls.size() == 0:
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ball = Ball.instantiate()
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ball.capture($Paddle, 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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$StartRound.play()
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func _on_round_won_finished() -> void:
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new_level()
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func _on_update_score() -> void:
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$ScoreBox.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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match code:
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"C":
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capture_mode = true
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get_tree().create_timer(10).timeout.connect(_cancel_capture_mode)
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"T":
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add_ball()
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add_ball()
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"X":
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for i in 10:
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add_ball()
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func add_ball() -> void:
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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) * 30 , 0)
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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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add_child(newball)
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balls.push_back(newball)
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func _cancel_capture_mode() -> void:
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capture_mode = false
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