/
Player.gd
341 lines (322 loc) · 11.4 KB
/
Player.gd
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extends StaticBody2D
export var current_level = 1
var player_on_tile :Vector2
var free_spaces = {
"up": 0,
"down": 0,
"right": 0,
"left": 0
}
var can_move = true
var not_exploding = true
var elements_carried = []
var elements_offsets = {}
onready var sprite : AnimatedSprite = $AnimatedSprite
onready var area_up : Area2D = $AreaUp
onready var area_down : Area2D = $AreaDown
onready var area_right : Area2D = $AreaRight
onready var area_left : Area2D = $AreaLeft
onready var raycast_up : RayCast2D = $RayCastUp
onready var raycast_down : RayCast2D = $RayCastDown
onready var raycast_right : RayCast2D = $RayCastRight
onready var raycast_left : RayCast2D = $RayCastLeft
onready var tween : Tween = $Tween
onready var level : Node2D
onready var main_screen_level
onready var position_up :Position2D = $ElementsPositions/Position2D_up
onready var position_down :Position2D = $ElementsPositions/Position2D_down
onready var position_right :Position2D = $ElementsPositions/Position2D_right
onready var position_left :Position2D = $ElementsPositions/Position2D_left
onready var cauldron :Sprite = $Cauldron
var cauldron_final_position :Vector2
var solutions :Dictionary = {
1: {
2: [Vector2(0, 1)]
},
2: {
1: [Vector2(0, -1)]
},
3: {
1: [Vector2(-1, 0)],
3: [Vector2(1, 0)]
},
4: {
1: [Vector2(0, 1)],
2: [Vector2(0, -1)]
},
5: {
1: [Vector2(-3, 0)],
2: [Vector2(-1, 0)],
3: [Vector2(-2, 0)],
},
6: {
1: [Vector2(1, 0)],
2: [Vector2(-1, 0)],
3: [Vector2(2, 0)]
},
7: {
1: [Vector2(-2, 0)],
2: [Vector2(-1, 0)],
3: [Vector2(-3, 0)]
},
8: {
3: [
Vector2(-1, 0),
Vector2(1, 0),
Vector2(0, -1),
Vector2(0, 1)]
},
9: {
3: [Vector2(0, -1)],
2: [Vector2(1, -1)]
},
10: {
1: [
Vector2(0, 1),
Vector2(-1, 0),
Vector2(1, 0),
Vector2(-2, -1),
Vector2(-1, -1),
Vector2(0, -1),
Vector2(1, -1),
Vector2(2, -1),
Vector2(-1, -2),
Vector2(1, -2)]
}
}
func _ready() -> void:
yield(get_tree(), "idle_frame")
cauldron.hide()
current_level = level.level_number
cauldron_final_position = Vector2(get_viewport_rect().size.x * 0.5, get_viewport_rect().size.y * 0.84)
func _input(event: InputEvent) -> void:
if event is InputEventKey:
if can_move and not_exploding:
update_free_spaces()
can_move = false
if event.is_action_pressed("up"):
if free_spaces["up"] > 0:
move("up")
else:
can_move = true
elif event.is_action_pressed("down"):
if free_spaces["down"] > 0:
move("down")
else:
can_move = true
elif event.is_action_pressed("right"):
if free_spaces["right"] > 0:
move("right")
else:
can_move = true
sprite.flip_h = false
elif event.is_action_pressed("left"):
if free_spaces["left"] > 0:
move("left")
else:
can_move = true
sprite.flip_h = true
else:
can_move = true
func update_free_spaces():
raycast_up.cast_to = Vector2(0, -2000)
raycast_down.cast_to = Vector2(0, 2000)
raycast_right.cast_to = Vector2(2000, 0)
raycast_left.cast_to = Vector2(-2000, 0)
for i in free_spaces: free_spaces[i] = 0
if raycast_up.is_colliding():
free_spaces["up"] = int(abs(raycast_up.get_collision_point().y - self.position.y) / Global.TILE_SIZE)
if raycast_down.is_colliding():
free_spaces["down"] = int(abs(raycast_down.get_collision_point().y - self.position.y) / Global.TILE_SIZE)
if raycast_right.is_colliding():
free_spaces["right"] = int(abs(raycast_right.get_collision_point().x - self.position.x) / Global.TILE_SIZE)
if raycast_left.is_colliding():
free_spaces["left"] = int(abs(raycast_left.get_collision_point().x - self.position.x) / Global.TILE_SIZE)
func move(direction):
var tile_movement = Vector2.ZERO
var number_of_tiles = 0
match direction:
"up":
tile_movement = Vector2.UP
"down":
tile_movement = Vector2.DOWN
"right":
tile_movement = Vector2.RIGHT
"left":
tile_movement = Vector2.LEFT
# yield(get_tree().create_timer(0.1), "timeout")
number_of_tiles = free_spaces[direction]
for element in elements_carried:
if element.get_free_spaces(direction) < number_of_tiles:
number_of_tiles = element.get_free_spaces(direction)
if number_of_tiles > 0:
tween.interpolate_property(
self,
"position",
self.position,
self.position + (tile_movement * number_of_tiles * Global.TILE_SIZE),
clamp(0.15 * number_of_tiles, 0.42, 0.84),
Tween.TRANS_BACK,
Tween.EASE_IN)
tween.start()
# Global.sfx_player.stream = whoosh
# Global.sfx_player.play()
yield(tween, "tween_completed")
yield(get_tree().create_timer(0.1), "timeout")
check_around_and_attach()
for element in elements_carried:
element.element_check_around_and_attach()
Global.number_of_moves += 1
Global.update_ui()
can_move = true
if level.tile_is_exit(get_tile_from_pos(position)):
check_if_level_complete(Global.game_difficulty)
else:
can_move = true
func check_around_and_attach():
if area_up.get_overlapping_bodies():
if area_up.get_overlapping_bodies()[0].is_in_group("elements"):
var element = area_up.get_overlapping_bodies()[0]
element.get_parent().remove_child(element)
self.add_child(element)
element.position = position_up.position
element.collision_shape.disabled = true
elements_carried.append(element)
if not element.element_number in elements_offsets.keys():
elements_offsets[element.element_number] = []
elements_offsets[element.element_number].append(get_tile_from_pos(element.position))
yield(get_tree().create_timer(0.1), "timeout")
element.element_check_around_and_attach() # comment out to connect only one element at a time
if area_down.get_overlapping_bodies():
if area_down.get_overlapping_bodies()[0].is_in_group("elements"):
var element = area_down.get_overlapping_bodies()[0]
element.get_parent().remove_child(element)
self.add_child(element)
element.position = position_down.position
element.collision_shape.disabled = true
elements_carried.append(element)
if not element.element_number in elements_offsets.keys():
elements_offsets[element.element_number] = []
elements_offsets[element.element_number].append(get_tile_from_pos(element.position))
yield(get_tree().create_timer(0.1), "timeout")
element.element_check_around_and_attach() # comment out to connect only one element at a time
if area_right.get_overlapping_bodies():
if area_right.get_overlapping_bodies()[0].is_in_group("elements"):
var element = area_right.get_overlapping_bodies()[0]
element.get_parent().remove_child(element)
self.add_child(element)
element.position = position_right.position
element.collision_shape.disabled = true
elements_carried.append(element)
if not element.element_number in elements_offsets.keys():
elements_offsets[element.element_number] = []
elements_offsets[element.element_number].append(get_tile_from_pos(element.position))
yield(get_tree().create_timer(0.1), "timeout")
element.element_check_around_and_attach() # comment out to connect only one element at a time
if area_left.get_overlapping_bodies():
if area_left.get_overlapping_bodies()[0].is_in_group("elements"):
var element = area_left.get_overlapping_bodies()[0]
element.get_parent().remove_child(element)
self.add_child(element)
element.position = position_left.position
element.collision_shape.disabled = true
elements_carried.append(element)
if not element.element_number in elements_offsets.keys():
elements_offsets[element.element_number] = []
elements_offsets[element.element_number].append(get_tile_from_pos(element.position))
yield(get_tree().create_timer(0.1), "timeout")
element.element_check_around_and_attach() # comment out to connect only one element at a time
# print(elements_offsets)
func check_if_level_complete(difficulty):
can_move = false
var final_positions = []
flatten_array(elements_offsets.values(), final_positions)
var removed_duplicates = []
for pos in final_positions:
if not pos in removed_duplicates:
removed_duplicates.append(pos)
final_positions = removed_duplicates
final_positions.sort()
var solution_positions = []
flatten_array(solutions[current_level].values(), solution_positions)
solution_positions.sort()
removed_duplicates = []
for element in elements_carried:
if not element in removed_duplicates:
removed_duplicates.append(element)
elements_carried = removed_duplicates
print(elements_offsets)
print(elements_carried)
if len(final_positions) == len(solution_positions):
var found_discrepancy = false
match difficulty:
"hard":
# print("our shape:", elements_offsets)
# print("solution:", solutions[current_level])
for element in solutions[current_level]:
if solutions[current_level][element] != elements_offsets[element]:
found_discrepancy = true
break
"normal":
if final_positions != solution_positions:
found_discrepancy = true
if !found_discrepancy:
if current_level in Global.keeping_scores:
Global.keeping_scores[current_level] = min(Global.keeping_scores[current_level], Global.number_of_moves)
else:
Global.keeping_scores[current_level] = Global.number_of_moves
print(Global.keeping_scores)
cauldron_assembly()
yield(cauldron_assembly(), "completed")
yield(get_tree().create_timer(1.0), "timeout")
Global.fade_sweep()
yield(get_tree().create_timer(0.8), "timeout")
Global.ui_moves.hide()
main_screen_level.next_level(Global.current_level)
level.queue_free()
else:
Global.show_restart_message()
can_move = true
else:
Global.show_restart_message()
can_move = true
func cauldron_assembly():
cauldron.scale = Vector2(0.1, 0.1)
cauldron.show()
tween.interpolate_property(cauldron, "scale", Vector2(0.4, 0.4), Vector2(2, 2), 1.5, Tween.TRANS_QUINT, Tween.EASE_IN_OUT)
tween.interpolate_property(cauldron, "global_position", self.global_position, cauldron_final_position, 2, Tween.TRANS_BACK, Tween.EASE_IN_OUT)
tween.start()
yield(tween, "tween_completed")
for element in elements_carried:
element.z_index = 2
var new_tween = Tween.new()
add_child(new_tween)
yield(get_tree(), "idle_frame")
new_tween.interpolate_property(element, "global_position:x", element.global_position.x, (cauldron_final_position.x + element.global_position.x) / 2, 0.4, Tween.TRANS_QUAD, Tween.EASE_IN)
new_tween.interpolate_property(element, "global_position:y", element.global_position.y, element.global_position.y - 64, 0.4, Tween.TRANS_LINEAR)
new_tween.interpolate_property(element, "scale", element.scale, element.scale * 2, 0.4)
new_tween.start()
yield(new_tween, "tween_completed")
remove_child(new_tween)
var new_tween_2 = Tween.new()
add_child(new_tween_2)
new_tween_2.interpolate_property(element, "global_position:x", element.global_position.x, cauldron_final_position.x, 0.6, Tween.TRANS_QUAD, Tween.EASE_OUT)
new_tween_2.interpolate_property(element, "global_position:y", element.global_position.y, cauldron_final_position.y, 0.6, Tween.TRANS_SINE)
new_tween_2.interpolate_property(element, "scale", element.scale, element.scale * 0.66, 0.4)
new_tween_2.start()
yield(new_tween_2, "tween_completed")
element.hide()
remove_child(new_tween_2)
cauldron.smoking_is_bad()
#bubulblblublbulublub
func flatten_array(array, flattened):
for element in array:
if typeof(element) == TYPE_ARRAY:
flatten_array(element, flattened)
else:
flattened.append(element)
func get_tile_from_pos(position):
return level.return_tile(position)
func get_pos_from_tile(tile):
return level.return_middle_pos(tile)
# return get_tree().root.get_node("Level").return_middle_pos(tile)