ChocolateBird/Node2D.gd

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3.8 KiB
GDScript3
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extends Node2D
var PC = load('PC.tscn')
var PCs = []
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var worldmap_blocks = []
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var sfx_buttons = []
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var block_labels = []
func bin2str(bin: int) -> String:
var string := ''
for i in 8:
if i == 4:
string += ' '
if ((bin >> 7-i) & 0x01) != 0:
string += '1'
else:
string += '0'
return string
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func _ready():
Engine.set_target_fps(60)
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var strips = len(SpriteLoader.strip_textures) # * 4 / 5
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#var strip_divide = strips * 2 / 5
var strip_divide = strips * 1 / 5
for i in strips:
PCs.append(PC.instance())
#PCs[-1].set_position(Vector2((i%strip_divide)*16, (i/strip_divide)*24*11))
PCs[-1].set_position(Vector2((i%strip_divide)*24, (i/strip_divide)*32))
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PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[i])
PCs[-1].texture = SpriteLoader.strip_textures[i]
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add_child(PCs[-1])
# PCs.append(PC.instance())
# PCs[-1].set_position(Vector2(0, 2*24*11))
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# PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[45])
# PCs[-1].texture = SpriteLoader.weapon_textures['Fist']
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# add_child(PCs[-1])
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for i in 3:
worldmap_blocks.append(TextureRect.new())
worldmap_blocks[-1].texture = SpriteLoader.worldmap_block_atlas_textures[i]
# worldmap_blocks[-1].texture = SpriteLoader.worldmap_tile_atlas_textures[i]
worldmap_blocks[-1].material = SpriteLoader.shader_material.duplicate()
worldmap_blocks[-1].material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
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worldmap_blocks[-1].rect_scale *= 3
worldmap_blocks[-1].rect_position.x = i*256*3
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worldmap_blocks[-1].rect_position.y = 280
add_child(worldmap_blocks[-1])
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var x0 = i*256*3 + 4
var y0 = 280 + 12
for block in 0xC0:
var label = Label.new()
var p = MapLoader.worldmap_block_properties[i][block]
label.text = '%s\n%s\n%s' % [bin2str(p&0xff), bin2str((p>>8)&0xff), bin2str(p>>16)]
label.add_color_override('font_color_shadow', Color.black)
label.add_constant_override('shadow_as_outline', true)
label.rect_position.x = x0 + (block%16) * 48
label.rect_position.y = y0 + (block/16) * 48
label.rect_scale /= 2
add_child(label)
block_labels.append(label)
_create_sfx_buttons()
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$BitSelector.connect('value_changed', self, '_update_block_mask')
func _update_block_mask(value: int):
var mask = 0xFFFFFF if (value<0) else (1<<value)
$BitSelectorMask.text = '%s\n%s\n%s' % [bin2str(mask&0xff), bin2str((mask>>8)&0xff), bin2str(mask>>16)]
for i in block_labels.size():
var p = MapLoader.worldmap_block_properties[i/0xC0][i%0xC0]
if (p & mask) > 0:
block_labels[i].add_color_override('font_color', Color.white)
else:
block_labels[i].add_color_override('font_color', Color.black)
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func _create_sfx_buttons():
var disable_btn := !SoundLoader.has_loaded_audio_samples
if disable_btn:
SoundLoader.connect('audio_samples_loaded', self, '_enable_sfx_buttons')
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for i in SoundLoader.INST_NUM:
var btn = Button.new()
btn.text = 'Play #%02X' % i
btn.align = Button.ALIGN_CENTER
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btn.set_position(Vector2((i%8)*36, 200 + (i/8)*12))
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btn.set_scale(Vector2(0.5, 0.5))
add_child(btn)
btn.connect('pressed', SoundLoader, 'play_sample', [i])
sfx_buttons.append(btn)
btn.disabled = disable_btn
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for i in SoundLoader.SFX_NUM:
var btn = Button.new()
btn.text = 'SFX #%02X' % i
btn.align = Button.ALIGN_CENTER
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btn.set_position(Vector2((i%8)*36, 264 + (i/8)*12))
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btn.set_scale(Vector2(0.5, 0.5))
add_child(btn)
btn.connect('pressed', SoundLoader, 'play_sfx', [i])
sfx_buttons.append(btn)
btn.disabled = disable_btn
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func _enable_sfx_buttons():
for btn in sfx_buttons:
btn.disabled = false
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# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# update()
# pass
func _on_OptionButton_item_selected(ID):
for pc in PCs:
pc.animation = ID