Adds fruit to the arena that grow the snake

master
TechieDamien 2025-07-30 21:35:10 +01:00
parent 18aadc0c2d
commit 7de5b50884
Signed by: TechieDamien
GPG Key ID: 2ACE3574E164B780
8 changed files with 120 additions and 31 deletions

18
Scenes/fruit.tscn Normal file
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@ -0,0 +1,18 @@
[gd_scene load_steps=4 format=3 uid="uid://bldekmt1rakjl"]
[ext_resource type="Script" uid="uid://dcdogfvb8xjod" path="res://Scripts/fruit.gd" id="1_o20pv"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_hf2pu"]
size = Vector2(18, 18)
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_kum7e"]
size = Vector2(20, 20)
[node name="Fruit" type="Area2D" groups=["BlocksSpawn"]]
script = ExtResource("1_o20pv")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_hf2pu")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = SubResource("PlaceholderTexture2D_kum7e")

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@ -16,7 +16,7 @@ fill = 2
fill_from = Vector2(0.5, 0.495413)
fill_to = Vector2(0, 0)
[node name="Level" type="Area2D"]
[node name="Level" type="Area2D" groups=["Level"]]
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

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@ -1,7 +1,8 @@
[gd_scene load_steps=3 format=3 uid="uid://bs6an72avch86"]
[gd_scene load_steps=4 format=3 uid="uid://bs6an72avch86"]
[ext_resource type="PackedScene" uid="uid://gkqku38yb2ng" path="res://Scenes/level.tscn" id="1_bo1nx"]
[ext_resource type="PackedScene" uid="uid://d0okbjqyaoe0w" path="res://Scenes/snake_part.tscn" id="2_8gbba"]
[ext_resource type="PackedScene" uid="uid://bldekmt1rakjl" path="res://Scenes/fruit.tscn" id="3_8gbba"]
[node name="Main" type="Node2D"]
@ -16,5 +17,8 @@ autostart = true
[node name="SnakePart" parent="." instance=ExtResource("2_8gbba")]
position = Vector2(420, 240)
[node name="Fruit" parent="." instance=ExtResource("3_8gbba")]
position = Vector2(707, 325)
[connection signal="area_exited" from="Level" to="SnakePart" method="_on_level_area_exited"]
[connection signal="timeout" from="Timer" to="SnakePart" method="process_movement" binds= [Vector2(0, 0)]]

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@ -8,7 +8,7 @@ size = Vector2(18, 18)
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_kum7e"]
size = Vector2(20, 20)
[node name="SnakePart" type="Area2D"]
[node name="SnakePart" type="Area2D" groups=["BlocksSpawn"]]
script = ExtResource("1_iuiyg")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

33
Scripts/fruit.gd Normal file
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@ -0,0 +1,33 @@
extends Area2D
class_name Fruit
const TILE_SIZE = 20
var all_positions : Array[Vector2] = []
func _ready() -> void:
var level : Area2D = get_tree().get_first_node_in_group("Level")
var x_bounds : Vector2 = level.position.x * Vector2.ONE + Vector2(-TILE_SIZE, TILE_SIZE) * level.scale.x / 2
var y_bounds : Vector2 = level.position.y * Vector2.ONE + Vector2(-TILE_SIZE, TILE_SIZE) * level.scale.y / 2
var possible_x : Array = range(x_bounds.x, x_bounds.y, TILE_SIZE)
var possible_y : Array = range(y_bounds.x, y_bounds.y, TILE_SIZE)
for x in possible_x:
for y in possible_y:
all_positions.append(Vector2(x, y))
respawn()
func respawn() -> void:
var possible_positions = all_positions.duplicate()
var obstacles : Array[Node] = get_tree().get_nodes_in_group("BlocksSpawn")
for obstacle in obstacles:
if obstacle is Area2D:
possible_positions.erase(obstacle.position)
var chosen_position = possible_positions.pick_random()
position = chosen_position

1
Scripts/fruit.gd.uid Normal file
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@ -0,0 +1 @@
uid://dcdogfvb8xjod

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@ -14,19 +14,22 @@ var inputs : Dictionary[String, Vector2] = {"right": Vector2.RIGHT,
@onready
var raycast_right = $RightRayCast2D
var raycast_right : RayCast2D = $RightRayCast2D
@onready
var raycast_left = $LeftRayCast2D
var raycast_left : RayCast2D = $LeftRayCast2D
@onready
var raycast_up = $UpRayCast2D
var raycast_up : RayCast2D = $UpRayCast2D
@onready
var raycast_down = $DownRayCast2D
var raycast_down : RayCast2D = $DownRayCast2D
var snake_part_obj = preload("res://Scenes/snake_part.tscn")
var snake_part_obj : PackedScene = preload("res://Scenes/snake_part.tscn")
@onready
var timer_ref = $"../Timer"
var timer_ref : Timer = $"../Timer"
var next_part : SnakePart = null
var skip_next_move_propagation : bool = false
signal do_movement(new_dir)
@ -40,6 +43,7 @@ func _ready() -> void:
var body = snake_part_obj.instantiate()
body.part_type = PartTypes.BODY
body.position = (position - current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
next_part = body
get_parent().add_child.call_deferred(body)
do_movement.connect(body.process_movement)
@ -47,26 +51,34 @@ func _ready() -> void:
var tail = snake_part_obj.instantiate()
tail.part_type = PartTypes.TAIL
tail.position = (position - current_direction * TILE_SIZE * 2).snapped(Vector2.ONE * TILE_SIZE)
body.next_part = tail
get_parent().add_child.call_deferred(tail)
body.do_movement.connect(tail.process_movement)
else:
# Free raycasts if we don't need them (consider only loading them in for the head for performance if needed)
raycast_down.queue_free()
raycast_up.queue_free()
raycast_left.queue_free()
raycast_right.queue_free()
#elif part_type == PartTypes.BODY:
#area_entered.connect(_on_part_area_entered)
#elif part_type == PartTypes.TAIL:
#area_entered.connect(_on_part_area_entered)
func process_movement(new_direction : Vector2) -> void:
# The head needs to check if we are about to collide with something
if part_type == PartTypes.HEAD:
check_movement()
# Update the position of this part
position = (position + current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
#process_collisions();
do_movement.emit(current_direction)
# Tell the next part to move and give it the direction we are moving
if !skip_next_move_propagation:
do_movement.emit(current_direction)
skip_next_move_propagation = false
# Unless we are the head, change our direction to the direction given
if new_direction != Vector2.ZERO:
current_direction = new_direction
@ -84,24 +96,44 @@ func check_movement() -> void:
# Look using the raycast for anything to collide with
var object_in_path : Object = raycast_to_use.get_collider()
# If we found nothing, stop processing collision
if object_in_path == null:
return
# If we found a snake part, then either end the game or perform an ouroboros maneouvre
if object_in_path is SnakePart:
match object_in_path.part_type:
PartTypes.BODY:
lose_game()
PartTypes.TAIL:
ouroboros()
if object_in_path is Fruit:
object_in_path.respawn()
extend()
#func process_collisions() -> void:
#var colliding_areas = get_overlapping_areas()
#for area in colliding_areas:
#if area is SnakePart:
#match area.part_type:
#PartTypes.BODY:
#lose_game()
#PartTypes.TAIL:
#ouroboros()
func extend() -> void:
# Remove old connection to previous next part
do_movement.disconnect(next_part.process_movement)
# Set up a body part to be in the chain
var new_body = snake_part_obj.instantiate()
new_body.part_type = PartTypes.BODY
new_body.position = (position).snapped(Vector2.ONE * TILE_SIZE)
get_parent().add_child(new_body)
do_movement.connect(new_body.process_movement)
new_body.do_movement.connect(next_part.process_movement)
new_body.next_part = next_part
# Set direction of new part
new_body.current_direction = current_direction
# Update reference to next part
next_part = new_body
# Mark the next movement to not propagate the movement down the chain
skip_next_move_propagation = true
func lose_game() -> void:
# You lose!
@ -112,18 +144,14 @@ func ouroboros() -> void:
print("You have achieved the ouroboros!")
func _unhandled_input(event: InputEvent) -> void:
# Change direction if we are the head
if event is InputEventKey and part_type == PartTypes.HEAD:
for dir in inputs.keys():
if event.is_action_pressed(dir):
current_direction = inputs[dir]
#func _on_part_area_entered(area: Area2D) -> void:
#if area.get("part_type") != PartTypes.HEAD:
#return
#if part_type == PartTypes.BODY or part_type == PartTypes.DEAD:
#lose_game()
#elif part_type == PartTypes.TAIL:
#ouroboros()
# If we leave the arena
func _on_level_area_exited(area: Area2D) -> void:
lose_game()

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@ -14,6 +14,11 @@ config/name="Ouroboros"
config/features=PackedStringArray("4.4", "GL Compatibility")
config/icon="res://icon.svg"
[global_group]
Level=""
BlocksSpawn=""
[input]
right={