Adds fruit to the arena that grow the snake
parent
18aadc0c2d
commit
7de5b50884
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@ -0,0 +1,18 @@
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[gd_scene load_steps=4 format=3 uid="uid://bldekmt1rakjl"]
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[ext_resource type="Script" uid="uid://dcdogfvb8xjod" path="res://Scripts/fruit.gd" id="1_o20pv"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_hf2pu"]
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size = Vector2(18, 18)
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_kum7e"]
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size = Vector2(20, 20)
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[node name="Fruit" type="Area2D" groups=["BlocksSpawn"]]
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script = ExtResource("1_o20pv")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_hf2pu")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = SubResource("PlaceholderTexture2D_kum7e")
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@ -16,7 +16,7 @@ fill = 2
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fill_from = Vector2(0.5, 0.495413)
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fill_to = Vector2(0, 0)
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[node name="Level" type="Area2D"]
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[node name="Level" type="Area2D" groups=["Level"]]
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monitorable = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -1,7 +1,8 @@
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[gd_scene load_steps=3 format=3 uid="uid://bs6an72avch86"]
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[gd_scene load_steps=4 format=3 uid="uid://bs6an72avch86"]
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[ext_resource type="PackedScene" uid="uid://gkqku38yb2ng" path="res://Scenes/level.tscn" id="1_bo1nx"]
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[ext_resource type="PackedScene" uid="uid://d0okbjqyaoe0w" path="res://Scenes/snake_part.tscn" id="2_8gbba"]
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[ext_resource type="PackedScene" uid="uid://bldekmt1rakjl" path="res://Scenes/fruit.tscn" id="3_8gbba"]
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[node name="Main" type="Node2D"]
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@ -16,5 +17,8 @@ autostart = true
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[node name="SnakePart" parent="." instance=ExtResource("2_8gbba")]
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position = Vector2(420, 240)
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[node name="Fruit" parent="." instance=ExtResource("3_8gbba")]
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position = Vector2(707, 325)
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[connection signal="area_exited" from="Level" to="SnakePart" method="_on_level_area_exited"]
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[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)
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_kum7e"]
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size = Vector2(20, 20)
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[node name="SnakePart" type="Area2D"]
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[node name="SnakePart" type="Area2D" groups=["BlocksSpawn"]]
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script = ExtResource("1_iuiyg")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -0,0 +1,33 @@
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extends Area2D
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class_name Fruit
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const TILE_SIZE = 20
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var all_positions : Array[Vector2] = []
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func _ready() -> void:
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var level : Area2D = get_tree().get_first_node_in_group("Level")
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var x_bounds : Vector2 = level.position.x * Vector2.ONE + Vector2(-TILE_SIZE, TILE_SIZE) * level.scale.x / 2
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var y_bounds : Vector2 = level.position.y * Vector2.ONE + Vector2(-TILE_SIZE, TILE_SIZE) * level.scale.y / 2
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var possible_x : Array = range(x_bounds.x, x_bounds.y, TILE_SIZE)
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var possible_y : Array = range(y_bounds.x, y_bounds.y, TILE_SIZE)
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for x in possible_x:
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for y in possible_y:
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all_positions.append(Vector2(x, y))
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respawn()
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func respawn() -> void:
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var possible_positions = all_positions.duplicate()
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var obstacles : Array[Node] = get_tree().get_nodes_in_group("BlocksSpawn")
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for obstacle in obstacles:
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if obstacle is Area2D:
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possible_positions.erase(obstacle.position)
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var chosen_position = possible_positions.pick_random()
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position = chosen_position
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@ -0,0 +1 @@
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uid://dcdogfvb8xjod
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@ -14,19 +14,22 @@ var inputs : Dictionary[String, Vector2] = {"right": Vector2.RIGHT,
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@onready
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var raycast_right = $RightRayCast2D
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var raycast_right : RayCast2D = $RightRayCast2D
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@onready
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var raycast_left = $LeftRayCast2D
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var raycast_left : RayCast2D = $LeftRayCast2D
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@onready
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var raycast_up = $UpRayCast2D
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var raycast_up : RayCast2D = $UpRayCast2D
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@onready
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var raycast_down = $DownRayCast2D
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var raycast_down : RayCast2D = $DownRayCast2D
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var snake_part_obj = preload("res://Scenes/snake_part.tscn")
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var snake_part_obj : PackedScene = preload("res://Scenes/snake_part.tscn")
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@onready
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var timer_ref = $"../Timer"
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var timer_ref : Timer = $"../Timer"
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var next_part : SnakePart = null
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var skip_next_move_propagation : bool = false
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signal do_movement(new_dir)
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@ -40,6 +43,7 @@ func _ready() -> void:
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var body = snake_part_obj.instantiate()
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body.part_type = PartTypes.BODY
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body.position = (position - current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
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next_part = body
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get_parent().add_child.call_deferred(body)
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do_movement.connect(body.process_movement)
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@ -47,26 +51,34 @@ func _ready() -> void:
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var tail = snake_part_obj.instantiate()
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tail.part_type = PartTypes.TAIL
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tail.position = (position - current_direction * TILE_SIZE * 2).snapped(Vector2.ONE * TILE_SIZE)
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body.next_part = tail
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get_parent().add_child.call_deferred(tail)
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body.do_movement.connect(tail.process_movement)
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else:
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# Free raycasts if we don't need them (consider only loading them in for the head for performance if needed)
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raycast_down.queue_free()
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raycast_up.queue_free()
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raycast_left.queue_free()
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raycast_right.queue_free()
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#elif part_type == PartTypes.BODY:
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#area_entered.connect(_on_part_area_entered)
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#elif part_type == PartTypes.TAIL:
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#area_entered.connect(_on_part_area_entered)
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func process_movement(new_direction : Vector2) -> void:
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# The head needs to check if we are about to collide with something
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if part_type == PartTypes.HEAD:
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check_movement()
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# Update the position of this part
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position = (position + current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
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#process_collisions();
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do_movement.emit(current_direction)
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# Tell the next part to move and give it the direction we are moving
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if !skip_next_move_propagation:
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do_movement.emit(current_direction)
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skip_next_move_propagation = false
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# Unless we are the head, change our direction to the direction given
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if new_direction != Vector2.ZERO:
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current_direction = new_direction
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@ -84,24 +96,44 @@ func check_movement() -> void:
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# Look using the raycast for anything to collide with
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var object_in_path : Object = raycast_to_use.get_collider()
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# If we found nothing, stop processing collision
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if object_in_path == null:
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return
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# If we found a snake part, then either end the game or perform an ouroboros maneouvre
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if object_in_path is SnakePart:
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match object_in_path.part_type:
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PartTypes.BODY:
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lose_game()
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PartTypes.TAIL:
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ouroboros()
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if object_in_path is Fruit:
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object_in_path.respawn()
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extend()
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#func process_collisions() -> void:
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#var colliding_areas = get_overlapping_areas()
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#for area in colliding_areas:
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#if area is SnakePart:
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#match area.part_type:
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#PartTypes.BODY:
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#lose_game()
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#PartTypes.TAIL:
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#ouroboros()
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func extend() -> void:
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# Remove old connection to previous next part
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do_movement.disconnect(next_part.process_movement)
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# Set up a body part to be in the chain
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var new_body = snake_part_obj.instantiate()
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new_body.part_type = PartTypes.BODY
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new_body.position = (position).snapped(Vector2.ONE * TILE_SIZE)
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get_parent().add_child(new_body)
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do_movement.connect(new_body.process_movement)
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new_body.do_movement.connect(next_part.process_movement)
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new_body.next_part = next_part
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# Set direction of new part
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new_body.current_direction = current_direction
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# Update reference to next part
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next_part = new_body
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# Mark the next movement to not propagate the movement down the chain
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skip_next_move_propagation = true
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func lose_game() -> void:
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# You lose!
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@ -112,18 +144,14 @@ func ouroboros() -> void:
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print("You have achieved the ouroboros!")
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func _unhandled_input(event: InputEvent) -> void:
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# Change direction if we are the head
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if event is InputEventKey and part_type == PartTypes.HEAD:
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for dir in inputs.keys():
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if event.is_action_pressed(dir):
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current_direction = inputs[dir]
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#func _on_part_area_entered(area: Area2D) -> void:
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#if area.get("part_type") != PartTypes.HEAD:
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#return
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#if part_type == PartTypes.BODY or part_type == PartTypes.DEAD:
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#lose_game()
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#elif part_type == PartTypes.TAIL:
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#ouroboros()
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# If we leave the arena
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func _on_level_area_exited(area: Area2D) -> void:
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lose_game()
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@ -14,6 +14,11 @@ config/name="Ouroboros"
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config/features=PackedStringArray("4.4", "GL Compatibility")
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config/icon="res://icon.svg"
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[global_group]
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Level=""
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BlocksSpawn=""
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[input]
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right={
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