Added level mods and updated sprite imports
This commit is contained in:
+67
-39
@@ -2,11 +2,12 @@ extends KinematicBody2D
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class_name Neighbor
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signal neighbor_following_roger
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signal found_home(id)
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onready var roger_area := $RogerArea2D
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onready var sprite := $AnimatedSprite
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onready var wander_timer := $WanderTimer
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onready var chevron_sprite := $ChevronSprite
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export var MAX_SPEED := 225
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export var ACCELERATION := 1000
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@@ -17,13 +18,20 @@ var neighbor_velocity := Vector2.ZERO
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var leader: KinematicBody2D
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var follower: KinematicBody2D
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var rng := RandomNumberGenerator.new()
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var is_wandering := false
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var wander_direction := Vector2.ZERO
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var matching_house_node : Node2D
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var house_position := Vector2.ZERO
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var house_direction := Vector2.ZERO
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var id : int
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var pop_effect_scene = preload("res://scenes/pop.tscn")
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enum State {
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MOVE,
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WANDER,
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IDLE
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IDLE,
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GO_HOME,
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FOUND_HOME
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}
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func reset_leads() -> void:
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@@ -33,26 +41,31 @@ func reset_leads() -> void:
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follower = null
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func _ready() -> void:
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sprite.set_modulate(Color(.5,0,0))
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id = int(self.name[-1])
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rng.set_seed(id)
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matching_house_node = get_parent().get_node("House%s" % id)
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matching_house_node.connect("come_home", self, "_on_house_come_home")
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func _physics_process(delta: float) -> void:
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house_position = matching_house_node.global_position
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house_direction = (house_position - global_position).normalized()
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match state:
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State.MOVE:
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move_state(delta)
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_move_state(delta)
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State.WANDER:
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wander_state(delta)
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_wander_state(delta)
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State.IDLE:
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idle_state(delta)
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_idle_state(delta)
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State.GO_HOME:
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_go_home_state(delta)
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func move_state(delta: float) -> void:
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# var player := get_parent().get_node("Player") as Player
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# leader.follower = self
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func _move_state(delta: float) -> void:
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if leader == null:
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state = State.IDLE
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return
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var result_vector := leader.global_position - global_position
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if result_vector.length() > 100:
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move_neighbor(result_vector)
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_move_neighbor(result_vector)
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else:
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state = State.IDLE
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if result_vector.length() > 250:
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@@ -63,32 +76,15 @@ func move_state(delta: float) -> void:
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follower = null
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state = State.IDLE
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func wander_state(delta: float) -> void:
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func _wander_state(delta: float) -> void:
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if leader != null:
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state = State.MOVE
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return
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move_neighbor(wander_direction, true)
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_move_neighbor(wander_direction, true)
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func move_neighbor(direction_vector: Vector2, is_wander: bool = false) -> void:
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sprite.play("run") if not is_wander else sprite.play("walk")
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var move_vector := Vector2(direction_vector).normalized()
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if move_vector.x < 0 and not sprite.flip_h:
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sprite.flip_h = true
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elif move_vector.x > 0 and sprite.flip_h:
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sprite.flip_h = false
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if move_vector != Vector2.ZERO:
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var velocity := move_vector * MAX_SPEED if not is_wander else move_vector * MAX_SPEED / 3
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neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
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else:
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neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
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neighbor_velocity = move_and_slide(neighbor_velocity)
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func idle_state(delta: float) -> void:
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func _idle_state(delta: float) -> void:
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if wander_timer.is_stopped():
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wander_timer.start(rng.randf_range(0, 1.5))
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wander_timer.start(rng.randf_range(1.8, 6.5))
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sprite.play("idle")
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for body in roger_area.get_overlapping_bodies():
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if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
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@@ -97,31 +93,63 @@ func idle_state(delta: float) -> void:
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if leader != null:
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state = State.MOVE
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func _go_home_state(delta: float) -> void:
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_move_neighbor(house_direction, true)
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# print((house_position - global_position).length())
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if ((house_position - global_position).length() < 30):
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emit_signal("found_home", id)
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queue_free()
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func _move_neighbor(direction_vector: Vector2, is_walk: bool = false) -> void:
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sprite.play("run") if not is_walk else sprite.play("walk")
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var move_vector := Vector2(direction_vector).normalized()
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if move_vector.x < 0 and not sprite.flip_h:
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sprite.flip_h = true
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elif move_vector.x > 0 and sprite.flip_h:
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sprite.flip_h = false
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if move_vector != Vector2.ZERO:
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var velocity := move_vector * MAX_SPEED if not is_walk else move_vector * MAX_SPEED / 3
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neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
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else:
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neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
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neighbor_velocity = move_and_slide(neighbor_velocity)
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func _on_RogerArea2D_body_entered(body: Node) -> void:
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if body != self and leader == null:
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if body is Player and body.follower == null:
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body.follower = self
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leader = body
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elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
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print('Got neighbor body')
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if body.leader != null:
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print('Following the leader')
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leader = body
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leader.follower = self
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func _on_WanderTimer_timeout() -> void:
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if state == State.IDLE:
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print('wander timer done')
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var rand_x = rng.randf_range(-1.0, 1.0)
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var rand_y = rng.randf_range(-1.0, 1.0)
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var wander_time = rng.randf_range(1.0, 1.5)
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var wander_time = rng.randf_range(0.3, 1.2)
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state = State.WANDER
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wander_direction = Vector2(rand_x, rand_y)
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wander_timer.start(wander_time)
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elif state == State.WANDER:
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print('Done wandering')
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var wait_time = rng.randf_range(1.0, 5.5)
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var wait_time = rng.randf_range(1.8, 6.5)
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state = State.IDLE
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wander_timer.start(wait_time)
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elif state == State.FOUND_HOME:
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state = State.GO_HOME
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func _on_house_come_home() -> void:
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sprite.play("idle")
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wander_timer.start(0.5)
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var instance = pop_effect_scene.instance()
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get_parent().add_child(instance)
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instance.global_position = Vector2(global_position.x, global_position.y - 50)
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if follower == null:
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leader.follower = null
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else:
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leader.follower = follower
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follower.leader = leader
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state = State.FOUND_HOME
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