crabs-game/scripts/game1/Game1Script.gd

129 lines
2.8 KiB
GDScript

extends Node
var playing = false
onready var player = preload('res://scenes/game1/Player.tscn').instance()
onready var player_camera = player.get_node("Camera2D")
onready var levels = [
$Game/Level1,
$Game/Level2,
]
var current_level = 0
func _ready():
launch_game()
$Opening1.play('default')
yield($Opening1, 'animation_finished')
$Opening1.hide()
func launch_game():
# Prepare levels
spawn_entities()
# Hide opening
$Opening2.hide()
# Prepare player
var level = levels[current_level]
level.add_child_below_node(level.get_node("Props"), player)
playing = true
player_camera.make_current()
player.connect('frame_changed', self, 'update_camera')
# Spawn player
var spawn_pos = Vector2()
#todo: get spawn pos from map
player.position = spawn_pos + Vector2(8, 8)
func spawn_entities():
for node in levels:
for layer in node.get_children():
var tm = layer as TileMap
var tileset = tm.tile_set
# Flatfish cells
var cells = []
for tile in ['flatfish_s', 'flatfish_s_hidden', 'flatfish_t', 'flatfish_t_hidden']:
cells += tm.get_used_cells_by_id(tileset.find_tile_by_name(tile))
var entities = Node.new()
node.add_child_below_node(node, entities)
for cell in cells:
var fish = Flatfish.new(Flatfish.FlatfishType.S)
fish.position = cell * 16 + Vector2(8, 8)
var t = tm.is_cell_transposed(cell.x, cell.y)
var x = tm.is_cell_x_flipped(cell.x, cell.y)
var y = tm.is_cell_y_flipped(cell.x, cell.y)
if t && x:
fish.rotation_degrees = 90
elif x && y:
fish.rotation_degrees = 180
elif t && y:
fish.rotation_degrees = 270
entities.add_child(fish)
tm.set_cell(cell.x, cell.y, -1)
var go_right = false
var go_left = false
func _input(event):
if playing:
if event.is_action_pressed('right'):
go_right = true
if event.is_action_pressed('left'):
go_left = true
move()
if event.is_action_released('right'):
go_right = false
if event.is_action_released('left'):
go_left = false
func move():
if playing && !is_camera_moving:
if go_right && !go_left:
move_right()
elif go_left && !go_right:
move_left()
func move_right():
is_camera_moving = true
player.play('moving')
update_camera()
yield(player, 'animation_finished')
player.play('default')
player.frame = 0
player.position.x += 16
is_camera_moving = false
move()
func move_left():
is_camera_moving = true
player.position.x -= 16
player.play('moving', true)
update_camera()
yield(player, 'animation_finished')
player.play('default')
player.frame = 0
is_camera_moving = false
move()
const animation_steps = [3, 6, 10, 13]
var is_camera_moving = false
func update_camera():
if is_camera_moving:
player_camera.position = Vector2(animation_steps[player.frame], 0)
else:
player_camera.position = Vector2()