I can't remember the changes for this one
This commit is contained in:
parent
0b9d14f18f
commit
190a995167
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@ -0,0 +1,43 @@
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extends Control
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var cursor = load('res://assets/sprites/downarrow.png')
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func _ready():
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pass
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func _process(delta):
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update()
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var cursor_sprites = [
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null,
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load('res://assets/sprites/belt.tres'),
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load('res://assets/sprites/channel.tres'),
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load('res://assets/sprites/2x2belt.tres'),
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load('res://assets/sprites/smelter.tres'),
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load('res://assets/sprites/forge.tres'),
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load('res://assets/sprites/lathe.tres'),
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load('res://assets/sprites/welder.tres'),
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]
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func _draw():
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var p1_s = $"/root/Main".p1_selection
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var x_offsets = [0, 16, 28, 44, 68, 96, 128, 164]
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var pos1 = Vector2(x_offsets[p1_s]+4, 336)
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draw_texture(cursor, pos1, Color.yellow)
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if p1_s > 0:
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var mouse_pos = get_viewport().get_mouse_position()
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mouse_pos = Vector2(floor(mouse_pos.x/8)*8, floor(mouse_pos.y/8)*8)
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draw_texture(cursor_sprites[p1_s], mouse_pos, Color(0.75, 0.75, 0.75, 0.75))
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func _input(event):
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if event is InputEventMouseButton and event.pressed:
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if event.button_mask & BUTTON_MASK_LEFT:
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if $HBoxContainer.get_rect().has_point(event.position):
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for i in 8:
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if $HBoxContainer.get_child(i).get_global_rect().has_point(event.position):
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$"/root/Main".p1_selection = i
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break
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elif event is InputEventMouseMotion:
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pass
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3
Main.gd
3
Main.gd
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@ -1,4 +1,5 @@
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extends Node2D
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var p1_selection = 0
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var crosshair_16 = preload("res://assets/sprites/cursor_16.tres")
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var crosshair_32 = preload("res://assets/sprites/cursor_32.tres")
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@ -7,6 +8,7 @@ var crosshair_64 = preload("res://assets/sprites/cursor_64.tres")
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func _ready():
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update_cursor(1)
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func update_cursor(size):
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match size:
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0:
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@ -17,3 +19,4 @@ func update_cursor(size):
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Input.set_custom_mouse_cursor(crosshair_48, Input.CURSOR_ARROW, Vector2(24, 24))
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3:
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Input.set_custom_mouse_cursor(crosshair_64, Input.CURSOR_ARROW, Vector2(32, 32))
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@ -1,6 +1,9 @@
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[gd_resource type="DynamicFont" load_steps=2 format=2]
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[sub_resource type="DynamicFontData" id=1]
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[ext_resource path="res://assets/NotoSans.tres" type="DynamicFontData" id=1]
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[resource]
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font_data = SubResource( 1 )
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size = 5
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outline_size = 1
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outline_color = Color( 0, 0, 0, 1 )
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font_data = ExtResource( 1 )
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Binary file not shown.
After Width: | Height: | Size: 115 B |
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/downarrow.png-08119f1ff9a5cbf3528c37872329e05f.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/sprites/downarrow.png"
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dest_files=[ "res://.import/downarrow.png-08119f1ff9a5cbf3528c37872329e05f.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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15
bgm.gd
15
bgm.gd
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@ -1,11 +1,20 @@
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extends AudioStreamPlayer
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const BAR_LENGTH = 0.5
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const SEGMENT_TIMES = [1.0, 9.0, 15.0, 33.0, 41.0, 57.0, 83.0]
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enum SEGMENT_NAMES {Intro, Bass, Piano, KeyChange, Return, Outro, Fanfare}
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const START_DELAY = 1.0
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const BAR_LENGTH = 2.0
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#const SEGMENT_TIMES = [0.0, 8.0, 16.0, 32.0, 40.0, 56.0, 76.0, 82.0]+1
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const SEGMENT_TIMES = [1.0, 9.0, 17.0, 33.0, 41.0, 57.0, 77.0, 83.0]
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enum SEGMENT_NAMES {Intro, Bass, Piano, KeyChange, Return, Outro, Ending, Fanfare}
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var queue = [SEGMENT_NAMES.Intro, SEGMENT_NAMES.Bass, SEGMENT_NAMES.Bass, SEGMENT_NAMES.Bass]
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func _ready():
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pass
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func get_bartime(realtime):
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return (realtime - START_DELAY) / BAR_LENGTH
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func queue_fanfare():
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var current_bartime = get_bartime(get_playback_position())
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func set_volume(value):
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set_volume_db(linear2db(value))
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21
constants.gd
21
constants.gd
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@ -1,3 +1,4 @@
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tool
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extends Node
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enum MATERIAL_TYPE {iORE, iSTOCK, iROD, iLADDER, iLADDER2, iLADDER4, iMOLTEN}
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MACHINE_TYPE.SMELTER: {input=MATERIAL_TYPE.iORE, output=MATERIAL_TYPE.iMOLTEN, time=4.0},
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MACHINE_TYPE.FORGE: {input=MATERIAL_TYPE.iMOLTEN, output=MATERIAL_TYPE.iSTOCK, time=4.0},
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MACHINE_TYPE.LATHE: {input=MATERIAL_TYPE.iSTOCK, output=MATERIAL_TYPE.iROD, time=4.0},
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MACHINE_TYPE.WELDER: {input=MATERIAL_TYPE.iROD, output=MATERIAL_TYPE.iLADDER, time=8.0},
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MACHINE_TYPE.WELDER: {input=MATERIAL_TYPE.iROD, output=MATERIAL_TYPE.iLADDER, time=4.0},
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}
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onready var MACHINE_SCENES = {
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MACHINE_TYPE.SMELTER: load("res://machines/Smelter.tscn"),
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MACHINE_TYPE.FORGE: load("res://machines/Forge.tscn"),
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MACHINE_TYPE.LATHE: load("res://machines/Lathe.tscn"),
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MACHINE_TYPE.WELDER: load("res://machines/Welder.tscn"),
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}
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onready var MATERIAL_SCENES = {
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MATERIAL_TYPE.iORE: load("res://objects/IronOre.tscn"),
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MATERIAL_TYPE.iSTOCK: load("res://objects/IronStock.tscn"),
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MATERIAL_TYPE.iROD: load("res://objects/IronRod.tscn"),
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MATERIAL_TYPE.iLADDER: load("res://objects/SmallLadder.tscn"),
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MATERIAL_TYPE.iLADDER2: load("res://objects/MedLadder.tscn"),
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MATERIAL_TYPE.iLADDER4: load("res://objects/BigLadder.tscn"),
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}
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var font = preload("res://assets/UI_module_names.tres")
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116
machine.gd
116
machine.gd
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var num_inputs = 0
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var working := false setget set_working
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var idle_time := 0.0
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var work_time := 0.0
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var anim_speed = 1.0
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onready var rect = $sprite.get_rect()
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onready var width = rect.size.x
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onready var height = rect.size.y
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onready var w_cells = width/8
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onready var h_cells = height/8
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onready var beltmap = $"/root/Main/TileMap/BeltTiles"
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var surrounding_tilename_indices
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var surrounding_tilename_indices_internal
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var surrounding_tilename_indices_dir
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var was_started = false
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var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
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var dir_angles = [0, 90, 0, 90] # Angles to rotate output by
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func get_belt_direction(tx, ty):
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var xflip = beltmap.is_cell_x_flipped(tx, ty)
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var tp = beltmap.is_cell_transposed(tx, ty)
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return int(tp) + int(xflip)*2
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onready var recipe = Constants.RECIPES[machine_type]
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func _ready():
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pass
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var top_left_corner_tile = position - Vector2(width/2-4, height/2-4)
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var tlct = beltmap.world_to_map(top_left_corner_tile)
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surrounding_tilename_indices = []
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surrounding_tilename_indices_internal = []
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surrounding_tilename_indices_dir = []
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# Add all orthogonal cells in clockwise order
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for i in w_cells:
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surrounding_tilename_indices.append(tlct+Vector2(i,-1))
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surrounding_tilename_indices_internal.append(tlct+Vector2(i,0))
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surrounding_tilename_indices_dir.append(1)
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for i in h_cells:
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surrounding_tilename_indices.append(tlct+Vector2(w_cells,i))
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surrounding_tilename_indices_internal.append(tlct+Vector2(w_cells-1,i))
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surrounding_tilename_indices_dir.append(0)
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for i in w_cells:
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surrounding_tilename_indices.append(tlct+Vector2(w_cells-1-i,h_cells))
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surrounding_tilename_indices_internal.append(tlct+Vector2(w_cells-1-i,h_cells-1))
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surrounding_tilename_indices_dir.append(3)
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for i in h_cells:
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surrounding_tilename_indices.append(tlct+Vector2(-1,h_cells-1-i))
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surrounding_tilename_indices_internal.append(tlct+Vector2(0,h_cells-1-i))
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surrounding_tilename_indices_dir.append(2)
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func _process(delta):
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if num_inputs < max_input_buffer:
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if num_inputs < max_input_buffer and recipe.input != Constants.MATERIAL_TYPE.iMOLTEN:
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suck_materials()
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if working:
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if work_time >= recipe.time:
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output()
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else:
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work_time += delta
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return
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if num_inputs <= 0:
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if not was_started:
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return
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self.working = false
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idle_time += delta
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var overspeed = clamp(floor(idle_time/2)*2, 1, 8)
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$sprite.material.set_shader_param('rps', overspeed*anim_speed)
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else:
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self.working = true
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was_started = true
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num_inputs -= 1
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work_time = 0
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idle_time = 0
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func output():
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if recipe.output == Constants.MATERIAL_TYPE.iMOLTEN:
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for i in len(surrounding_tilename_indices):
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var ind = surrounding_tilename_indices[i]
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if beltmap.get_cell(ind.x, ind.y) == 4: # Channel
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var dir = get_belt_direction(ind.x, ind.y)
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if dir != surrounding_tilename_indices_dir[i]:
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continue
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else:
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var xy = ind
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while(true):
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xy += dir_vectors[dir]
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if beltmap.get_cell(xy.x, xy.y) == 4:
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if get_belt_direction(xy.x, xy.y) == dir:
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continue
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else:
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for child in get_parent().get_children(): # Check if a suitable machine is on this tile
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if child.rect.has_point(child.to_local(beltmap.map_to_world(xy) + Vector2(4,4))):
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child.feed(null)
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return
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break
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else:
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for i in len(surrounding_tilename_indices):
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var ind = surrounding_tilename_indices[i]
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var celltype = beltmap.get_cell(ind.x, ind.y)
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if celltype >= 0 and celltype != 4: # Belt
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# For correct logic on 2wide outputs, we'd have to check for 2 adjacent belts
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# Since we have no time, we'll just throw it out as if there was a second belt
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# If people think they're exploiting the game, they're only playing themselves
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var dir = get_belt_direction(ind.x, ind.y)
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if dir != surrounding_tilename_indices_dir[i]:
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continue
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var product = Constants.MATERIAL_SCENES[recipe.output].instance()
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var outpos = beltmap.map_to_world(surrounding_tilename_indices_internal[i]) + Vector2(4, 4)
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if recipe.output > 2: # Make a proper check later
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outpos += dir_vectors[surrounding_tilename_indices_dir[i]-1]*4 # the list progresses CCW, we want CW
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product.position = outpos
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product.rotation_degrees = dir_angles[surrounding_tilename_indices_dir[i]]
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outpos -= dir_vectors[surrounding_tilename_indices_dir[i]] # Hack to make feed exit work
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product.leave_machine(self, outpos)
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$"/root/Main/TileMap/Objects".add_child(product)
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return
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func set_working(state):
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working = state
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@ -30,5 +126,15 @@ func set_working(state):
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func suck_materials():
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for candidate in $SuckArea.get_overlapping_bodies():
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if candidate.has_method('enter_machine'):
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if candidate.material_type == recipe.input:
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pass
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if candidate.material_type == recipe.input and not candidate.entering_machine:
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var displacement = candidate.position - position
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var nearest_col = clamp(round((displacement.x + width/2 - 4)/8), 0, w_cells-1)
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var nearest_row = clamp(round((displacement.y + height/2 - 4)/8), 0, h_cells-1)
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var port = position + Vector2(nearest_col*8-width/2+4, nearest_row*8-height/2+4)
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candidate.enter_machine(self, port)
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func feed(object):
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if object:
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object.get_parent().remove_child(object)
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object.queue_free()
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num_inputs += 1
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://machine.gd" type="Script" id=1]
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[ext_resource path="res://assets/sprites/forge.tres" type="Texture" id=2]
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[ext_resource path="res://assets/machine.shader" type="Shader" id=3]
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[ext_resource path="res://machines/text.gd" type="Script" id=4]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 3 )
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shader_param/rps = 0.0
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shader_param/bg_color = Vector3( 0.251, 0.251, 0.251 )
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[node name="Forge" type="StaticBody2D"]
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script = ExtResource( 1 )
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machine_type = 1
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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polygon = PoolVector2Array( -12, -8, -12, 8, 12, 8, 12, -8 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="sprite" type="Sprite" parent="."]
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material = SubResource( 1 )
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texture = ExtResource( 2 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="SuckArea" type="Area2D" parent="."]
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script = ExtResource( 4 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="Polygon2D" type="CollisionPolygon2D" parent="SuckArea"]
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polygon = PoolVector2Array( -12, -12, 12, -12, 16, -8, 16, 8, 12, 12, -12, 12, -16, 8, -16, -8 )
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__meta__ = {
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"_edit_lock_": true
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}
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@ -0,0 +1,40 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://machine.gd" type="Script" id=1]
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[ext_resource path="res://assets/sprites/lathe.tres" type="Texture" id=2]
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[ext_resource path="res://assets/machine.shader" type="Shader" id=3]
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[ext_resource path="res://machines/text.gd" type="Script" id=4]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 3 )
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shader_param/rps = 0.0
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shader_param/bg_color = Vector3( 0.251, 0.251, 0.251 )
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[node name="Lathe" type="StaticBody2D"]
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script = ExtResource( 1 )
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machine_type = 2
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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polygon = PoolVector2Array( -16, -8, -16, 8, 16, 8, 16, -8 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="sprite" type="Sprite" parent="."]
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material = SubResource( 1 )
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texture = ExtResource( 2 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="SuckArea" type="Area2D" parent="."]
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script = ExtResource( 4 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="Polygon2D" type="CollisionPolygon2D" parent="SuckArea"]
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polygon = PoolVector2Array( -16, -12, 16, -12, 20, -8, 20, 8, 16, 12, -16, 12, -20, 8, -20, -8 )
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__meta__ = {
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"_edit_lock_": true
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}
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@ -0,0 +1,39 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://machine.gd" type="Script" id=1]
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[ext_resource path="res://assets/sprites/smelter.tres" type="Texture" id=2]
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[ext_resource path="res://assets/machine.shader" type="Shader" id=3]
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[ext_resource path="res://machines/text.gd" type="Script" id=4]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 3 )
|
||||
shader_param/rps = 0.0
|
||||
shader_param/bg_color = Vector3( 0.251, 0.251, 0.251 )
|
||||
|
||||
[node name="Smelter" type="StaticBody2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
||||
polygon = PoolVector2Array( -12, -8, -12, 8, 12, 8, 12, -8 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="sprite" type="Sprite" parent="."]
|
||||
material = SubResource( 1 )
|
||||
texture = ExtResource( 2 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="SuckArea" type="Area2D" parent="."]
|
||||
script = ExtResource( 4 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="Polygon2D" type="CollisionPolygon2D" parent="SuckArea"]
|
||||
polygon = PoolVector2Array( -12, -12, 12, -12, 16, -8, 16, 8, 12, 12, -12, 12, -16, 8, -16, -8 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://machine.gd" type="Script" id=1]
|
||||
[ext_resource path="res://assets/sprites/welder.tres" type="Texture" id=2]
|
||||
[ext_resource path="res://assets/machine.shader" type="Shader" id=3]
|
||||
[ext_resource path="res://machines/text.gd" type="Script" id=5]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=1]
|
||||
shader = ExtResource( 3 )
|
||||
shader_param/rps = 0.0
|
||||
shader_param/bg_color = Vector3( 0.251, 0.251, 0.251 )
|
||||
|
||||
[node name="Welder" type="StaticBody2D"]
|
||||
script = ExtResource( 1 )
|
||||
machine_type = 3
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
||||
polygon = PoolVector2Array( -16, -8, -16, 8, 16, 8, 16, -8 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="sprite" type="Sprite" parent="."]
|
||||
material = SubResource( 1 )
|
||||
texture = ExtResource( 2 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="SuckArea" type="Area2D" parent="."]
|
||||
script = ExtResource( 5 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="Polygon2D" type="CollisionPolygon2D" parent="SuckArea"]
|
||||
polygon = PoolVector2Array( -16, -12, 16, -12, 20, -8, 20, 8, 16, 12, -16, 12, -20, 8, -20, -8 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
extends Area2D
|
||||
|
||||
var font = preload("res://assets/UI_module_names.tres")
|
||||
|
||||
func _process(delta):
|
||||
update()
|
||||
|
||||
func _draw():
|
||||
if not $"..".was_started:
|
||||
return
|
||||
if $"..".working:
|
||||
if $"..".num_inputs > 0:
|
||||
draw_string(font, Vector2(5.25, -2.75), str($"..".num_inputs))
|
||||
draw_rect(Rect2(6.5, -1, 1, 6), Color.black, true)
|
||||
var progress = $"..".work_time/$"..".recipe.time
|
||||
draw_rect(Rect2(6.5, 6*(1-progress)-1, 1, 6*progress), Color.green, true)
|
||||
else:
|
||||
var death_eta = max($"..".max_idle_time - $"..".idle_time, 0)
|
||||
draw_string(font, Vector2(5.25, -2.75), '%.0f'%death_eta, Color.red)
|
||||
|
18
object.gd
18
object.gd
|
@ -8,7 +8,7 @@ var leaving_machine = null
|
|||
var feed_position: Vector2
|
||||
var held = false
|
||||
var grabbed_vector = null
|
||||
onready var beltmap = $"../BeltTiles"
|
||||
onready var beltmap = $"/root/Main/TileMap/BeltTiles"
|
||||
|
||||
var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
|
||||
|
||||
|
@ -19,6 +19,7 @@ export var cy := 5.0 # offset for edge feet
|
|||
var foot_vectors
|
||||
var foot_weights
|
||||
var total_weight
|
||||
onready var rect = $sprite.get_rect()
|
||||
#var stuck_vec = null
|
||||
#var stuck_dir = -1 # For going off the end of belts
|
||||
|
||||
|
@ -51,10 +52,13 @@ func _physics_process(delta):
|
|||
|
||||
if entering_machine:
|
||||
move_and_slide(position.direction_to(feed_position) * belt_speed)
|
||||
if position.distance_to(feed_position) <= 1.0:
|
||||
entering_machine.feed(self)
|
||||
return
|
||||
elif leaving_machine:
|
||||
move_and_slide(feed_position.direction_to(position) * belt_speed)
|
||||
if position.distance_to(feed_position) > $sprite.width/2:
|
||||
var dir = feed_position.direction_to(position)
|
||||
move_and_slide(dir * belt_speed)
|
||||
if position.distance_to(feed_position) > rect.size.x/2 + 9:
|
||||
remove_collision_exception_with(leaving_machine)
|
||||
leaving_machine = null
|
||||
return
|
||||
|
@ -97,16 +101,18 @@ func _input(event):
|
|||
if event is InputEventMouseButton:
|
||||
if not event.pressed:
|
||||
held = false
|
||||
elif $sprite.get_rect().has_point(to_local(event.position)):
|
||||
elif rect.has_point(to_local(event.position)) and event.button_mask & BUTTON_MASK_LEFT and $"/root/Main".p1_selection == 0:
|
||||
held = true
|
||||
grabbed_vector = to_local(event.position)
|
||||
|
||||
|
||||
func enter_machine(machine):
|
||||
func enter_machine(machine, feed_vec):
|
||||
add_collision_exception_with(machine)
|
||||
entering_machine = machine
|
||||
self.feed_position = feed_vec
|
||||
held = false
|
||||
|
||||
func leave_machine(machine):
|
||||
func leave_machine(machine, feed_vec):
|
||||
add_collision_exception_with(machine)
|
||||
leaving_machine = machine
|
||||
self.feed_position = feed_vec
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
extends Node2D
|
||||
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
func _process(delta):
|
||||
# For now, just delete everything. EVERYTHING.
|
||||
for object in $EatZone.get_overlapping_bodies():
|
||||
object.get_parent().remove_child(object)
|
||||
object.queue_free()
|
|
@ -0,0 +1,17 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://portals/LadderEater.gd" type="Script" id=1]
|
||||
|
||||
[node name="LadderEater" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="EatZone" type="Area2D" parent="."]
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="EatZone"]
|
||||
polygon = PoolVector2Array( -7, 7, -7, -7, 7, -7, 7, 7 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
extends Node2D
|
||||
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
func spawn_ore():
|
||||
if len($DumpZone.get_overlapping_bodies()) <= 0:
|
||||
var product = Constants.MATERIAL_SCENES[Constants.MATERIAL_TYPE.iORE].instance()
|
||||
var outpos = position
|
||||
product.position = outpos
|
||||
$"/root/Main/TileMap/Objects".add_child(product)
|
||||
|
||||
|
||||
func _on_Timer_timeout():
|
||||
spawn_ore()
|
|
@ -0,0 +1,22 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://portals/OreSpawner.gd" type="Script" id=1]
|
||||
|
||||
[node name="OreSpawner" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 4.0
|
||||
autostart = true
|
||||
|
||||
[node name="DumpZone" type="Area2D" parent="."]
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="DumpZone"]
|
||||
polygon = PoolVector2Array( -3, 3, -3, -3, 3, -3, 3, 3 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true
|
||||
}
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
|
Loading…
Reference in New Issue