Lots of polish things and wrapping up all three levels

This commit is contained in:
Nathan Anderson
2022-08-08 15:32:57 -06:00
parent c7d42e09ce
commit 09eada305d
176 changed files with 3068 additions and 403 deletions
+109 -7
View File
@@ -4,15 +4,33 @@ class_name Neighbor
signal found_home(id)
var NeighborSprite = {
0:"aberlin",
1:"chad",
2:"gary",
3:"maggie",
4:"sarah",
5:"steve",
6:"tim",
7:"tyler"
}
onready var roger_area := $RogerArea2D
onready var sprite := $AnimatedSprite
onready var wander_timer := $WanderTimer
onready var chevron_sprite := $ChevronSprite
onready var line_path := $LinePath
onready var path_dist_label := $PathDistanceLabel
onready var circle_sprite := $CircleSprite
export var MAX_SPEED := 225
export var ACCELERATION := 1000
export var FRICTION := 2000
export var MAX_FOLLOW_DISTANCE := 250
export var MIN_FOLLOW_DISTANCE := 80
export var DIST_PERCENT_AWAY_SHOW_CUTOFF := 0.65
var neighbor_sprite : int
var state = State.IDLE
var neighbor_velocity := Vector2.ZERO
var leader: KinematicBody2D
@@ -23,6 +41,10 @@ var matching_house_node : Node2D
var house_position := Vector2.ZERO
var house_direction := Vector2.ZERO
var id : int
var path: Array = []
var path_length: float
var calc_path := true
var level_navigation: Navigation2D setget set_level_navigation
var pop_effect_scene = preload("res://scenes/pop.tscn")
@@ -39,14 +61,24 @@ func reset_leads() -> void:
follower.reset_leads()
leader = null
follower = null
func set_level_navigation(node: Navigation2D) -> void:
level_navigation = node
func _ready() -> void:
path_dist_label.text = ''
id = int(self.name[-1])
rng.set_seed(id)
matching_house_node = get_parent().get_node("House%s" % id)
matching_house_node.connect("come_home", self, "_on_house_come_home")
circle_sprite.scale = Vector2((MAX_FOLLOW_DISTANCE / 16), (MAX_FOLLOW_DISTANCE / 16))
circle_sprite.set_modulate(Color(0,0,0,0))
_setup_animated_sprite()
func _physics_process(delta: float) -> void:
# if OS.is_debug_build():
# line_path.global_position = Vector2.ZERO
# chevron_sprite.visible = leader != null
house_position = matching_house_node.global_position
house_direction = (house_position - global_position).normalized()
match state:
@@ -63,12 +95,30 @@ func _move_state(delta: float) -> void:
if leader == null:
state = State.IDLE
return
var result_vector := leader.global_position - global_position
if result_vector.length() > 100:
else:
if (leader.global_position - global_position).length() <= 40.0:
# if OS.is_debug_build():
# chevron_sprite.rotation_degrees = rad2deg((global_position - leader.global_position).angle()) - 90
_move_neighbor(global_position - leader.global_position)
return
if calc_path:
path = level_navigation.get_simple_path(global_position, leader.global_position)
calc_path = false
path_length = _calc_points_length(path)
# if OS.is_debug_build():
# line_path.points = path
# path_dist_label.text = "%s" % path_length
else:
calc_path = true
var result_vector = path[1] - path[0] if len(path) >= 2 else leader.global_position - global_position
# if OS.is_debug_build():
# chevron_sprite.rotation_degrees = rad2deg((result_vector).angle()) - 90
if path_length > MIN_FOLLOW_DISTANCE:
_move_neighbor(result_vector)
else:
state = State.IDLE
if result_vector.length() > 250:
_set_circle_indicator(result_vector.length())
if result_vector.length() > MAX_FOLLOW_DISTANCE or path_length > MAX_FOLLOW_DISTANCE * 1.75:
leader.follower = null
leader = null
if follower != null:
@@ -83,13 +133,18 @@ func _wander_state(delta: float) -> void:
_move_neighbor(wander_direction, true)
func _idle_state(delta: float) -> void:
if wander_timer.is_stopped():
if leader == null and len(line_path.points) != 0:
line_path.points = []
circle_sprite.set_modulate(Color(0,0,0,0))
if wander_timer.is_stopped() and leader == null:
wander_timer.start(rng.randf_range(1.8, 6.5))
sprite.play("idle")
# Connect to roger or neighbor following roger
for body in roger_area.get_overlapping_bodies():
if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
if body.is_class("KinematicBody2D") and not body is Trolley and not body is Car and leader == null and body.follower == null and body.leader != null:
leader = body
leader.follower = self
if leader != null:
state = State.MOVE
@@ -112,14 +167,18 @@ func _move_neighbor(direction_vector: Vector2, is_walk: bool = false) -> void:
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
neighbor_velocity = move_and_slide(neighbor_velocity, Vector2( 0, 0 ), false, 4, 0.785398, false)
for i in get_slide_count():
var collision := get_slide_collision(i)
if "Trolley" in collision.collider.name or "Car" in collision.collider.name:
state = State.IDLE
func _on_RogerArea2D_body_entered(body: Node) -> void:
if body != self and leader == null:
if body is Player and body.follower == null:
body.follower = self
leader = body
elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
elif body.is_class("KinematicBody2D") and not body is Trolley and not body is Car and body.follower == null:
if body.leader != null:
leader = body
leader.follower = self
@@ -152,3 +211,46 @@ func _on_house_come_home() -> void:
leader.follower = follower
follower.leader = leader
state = State.FOUND_HOME
func _set_circle_indicator(length: float) -> void:
# begin to show circle when neighbor is approaching max
if length / MAX_FOLLOW_DISTANCE >= DIST_PERCENT_AWAY_SHOW_CUTOFF:
# returns a value between 0 and 1 based on the cutoff value
var percent_visible = ((length / MAX_FOLLOW_DISTANCE) - DIST_PERCENT_AWAY_SHOW_CUTOFF) / (1 - DIST_PERCENT_AWAY_SHOW_CUTOFF)
circle_sprite.set_modulate(Color(percent_visible, percent_visible / 2, percent_visible / 2, percent_visible))
else:
circle_sprite.set_modulate(Color(0,0,0,0))
func _setup_animated_sprite() -> void:
var name = NeighborSprite[id % 8]
var sprite_frames := SpriteFrames.new()
# add animations
sprite_frames.add_animation("idle")
sprite_frames.add_animation("run")
sprite_frames.add_animation("walk")
# idle
sprite_frames.add_frame("idle", load("res://assets/%s.png" % name))
# walk
sprite_frames.add_frame("walk", load("res://assets/runningSprites/%s/%s1.png" % [name, name.capitalize()]))
sprite_frames.add_frame("walk", load("res://assets/runningSprites/%s/%s2.png" % [name, name.capitalize()]))
sprite_frames.add_frame("walk", load("res://assets/%s.png" % name))
# run
for i in range(8):
sprite_frames.add_frame("run", load("res://assets/runningSprites/%s/%s%s.png" % [name, name.capitalize(), i]))
sprite_frames.set_animation_speed("run", 8.0)
sprite.frames = sprite_frames
func _calc_points_length(points: PoolVector2Array) -> float:
var sum_vector := Vector2.ZERO
if len(points) == 0:
return (MAX_FOLLOW_DISTANCE + 1) as float
var current_point = points[0]
points.remove(0)
for point in points:
sum_vector += point - current_point
return sum_vector.length()
func _set_paused(paused: bool) -> void:
set_physics_process(!paused)
set_process(!paused)
wander_timer.paused = paused