Adds the ability to perform an ouroboros maneouvre and spawn a new snake inside

master
TechieDamien 2025-07-31 14:00:39 +01:00
parent fefd1aa015
commit a0bcea4697
Signed by: TechieDamien
GPG Key ID: 2ACE3574E164B780
6 changed files with 181 additions and 21 deletions

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@ -10,7 +10,7 @@
position = Vector2(620, 320)
scale = Vector2(50, 30)
[node name="Timer" type="Timer" parent="."]
[node name="Timer" type="Timer" parent="." groups=["GameClock"]]
wait_time = 0.3
autostart = true
@ -20,5 +20,7 @@ position = Vector2(420, 240)
[node name="Fruit" parent="." instance=ExtResource("3_8gbba")]
position = Vector2(707, 325)
[node name="RestartTimer" type="Timer" parent="." groups=["GameClockPause"]]
[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)]]
[connection signal="timeout" from="RestartTimer" to="Timer" method="start" binds= [0.3]]

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@ -13,21 +13,33 @@ var growth_amount : int = 1
var label : Label = $Label
func _ready() -> void:
# Determine the level limits
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
# Determine the possible x and y coordinates
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)
# Add each combination of x and y to the list of positions
for x in possible_x:
for y in possible_y:
all_positions.append(Vector2(x, y))
respawn()
func _process(_delta: float) -> void:
if !GridManager.current_allowed_spawns.is_empty() and not position in GridManager.current_allowed_spawns:
respawn()
func respawn() -> void:
var possible_positions = all_positions.duplicate()
var possible_positions : Array[Vector2]
if GridManager.current_allowed_spawns.is_empty():
possible_positions = all_positions.duplicate()
else:
possible_positions = GridManager.current_allowed_spawns.duplicate()
var obstacles : Array[Node] = get_tree().get_nodes_in_group("BlocksSpawn")

3
Scripts/grid_manager.gd Normal file
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@ -0,0 +1,3 @@
extends Node
var current_allowed_spawns : Array[Vector2]

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@ -0,0 +1 @@
uid://b8hf756cxoqgb

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@ -2,9 +2,11 @@ extends Area2D
class_name SnakePart
const TILE_SIZE = 20
enum PartTypes {HEAD, BODY, TAIL, DEAD}
enum PartTypes {HEAD, BODY, TAIL}
enum States {ALIVE, DEAD, OUROBOROS, OLD_OUROBOROS}
var part_type : PartTypes = PartTypes.HEAD
var state : States = States.ALIVE
var current_direction : Vector2 = Vector2.RIGHT
var inputs : Dictionary[String, Vector2] = {"right": Vector2.RIGHT,
@ -13,6 +15,7 @@ var inputs : Dictionary[String, Vector2] = {"right": Vector2.RIGHT,
"down": Vector2.DOWN}
@onready
var raycast_right : RayCast2D = $RightRayCast2D
@onready
@ -30,9 +33,11 @@ var timer_ref : Timer = $"../Timer"
var next_part : SnakePart = null
var skip_next_move_propagation : bool = false
var queued_growth : int = 0
var queued_growth : int = 21
signal do_movement(new_dir)
signal on_movement(new_dir)
signal on_death
signal on_ouroboros
func _ready() -> void:
if part_type == PartTypes.HEAD:
@ -40,13 +45,20 @@ func _ready() -> void:
# Add to group for easy access from other nodes
add_to_group("Head")
# Attach clock
var timer : Node = get_tree().get_first_node_in_group("GameClock")
if timer is Timer:
timer.timeout.connect(process_movement.bind(Vector2.ZERO))
# Set up a body part
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)
on_movement.connect(body.process_movement)
on_death.connect(body.lose_game)
on_ouroboros.connect(body.ouroboros)
# Set up a tail part
var tail = snake_part_obj.instantiate()
@ -54,7 +66,9 @@ func _ready() -> void:
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)
body.on_movement.connect(tail.process_movement)
on_death.connect(tail.lose_game)
on_ouroboros.connect(tail.ouroboros)
else:
# Free raycasts if we don't need them (consider only loading them in for the head for performance if needed)
@ -63,22 +77,81 @@ func _ready() -> void:
raycast_left.queue_free()
raycast_right.queue_free()
# TODO: Optimise this!
func generate_spawn_grid() -> Array[Vector2]:
var spawn_grid : Array[Vector2] = []
# Determine the level limits
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)
# Flood fill all possibilities until we get an inside to use
for x in possible_x:
for y in possible_y:
var start_position : Vector2 = Vector2(x, y).snapped(Vector2.ONE * TILE_SIZE)
spawn_grid.clear()
if !check_position_for_snake(start_position) and flood_fill(spawn_grid, start_position, x_bounds, y_bounds):
GridManager.current_allowed_spawns = spawn_grid
return spawn_grid
GridManager.current_allowed_spawns = spawn_grid
return spawn_grid
func flood_fill(positions : Array[Vector2], new_position : Vector2, x_bounds : Vector2, y_bounds : Vector2) -> bool:
var directions : Array[Vector2] = [Vector2.DOWN, Vector2.LEFT, Vector2.UP, Vector2.RIGHT]
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)
var inside : bool = true
for direction in directions:
var test_position : Vector2 = (new_position + direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
if not int(test_position.x) in possible_x or not int(test_position.y) in possible_y:
inside = false
if not test_position in positions and int(test_position.x) in possible_x and int(test_position.y) in possible_y and !check_position_for_snake(test_position):
positions.append(test_position)
inside = inside and flood_fill(positions, test_position, x_bounds, y_bounds)
return inside
func check_position_for_snake(query_position : Vector2) -> bool:
var obstacles : Array[Node] = get_tree().get_nodes_in_group("BlocksSpawn")
for obstacle in obstacles:
if obstacle is SnakePart:
if obstacle.state == States.OUROBOROS and obstacle.position == query_position:
return true
return false
func process_movement(new_direction : Vector2) -> void:
# Only alive snakes can move
if state != States.ALIVE:
return
# The head needs to check if we are about to collide with something
if part_type == PartTypes.HEAD:
check_movement()
if queued_growth:
extend()
# Only alive snakes can move
if state != States.ALIVE:
return
# Update the position of this part
position = (position + current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
# Tell the next part to move and give it the direction we are moving
if !skip_next_move_propagation:
do_movement.emit(current_direction)
on_movement.emit(current_direction)
skip_next_move_propagation = false
# Unless we are the head, change our direction to the direction given
@ -86,6 +159,7 @@ func process_movement(new_direction : Vector2) -> void:
current_direction = new_direction
func check_movement() -> void:
# Get the correct raycast for the direction we are moving
var raycast_to_use : RayCast2D
if current_direction == Vector2.RIGHT:
@ -106,28 +180,32 @@ func check_movement() -> void:
# 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.DEAD:
lose_game()
PartTypes.TAIL:
ouroboros()
if object_in_path.state == States.ALIVE:
match object_in_path.part_type:
PartTypes.BODY:
lose_game()
PartTypes.TAIL:
ouroboros()
else:
lose_game()
if object_in_path is Fruit:
queued_growth += object_in_path.growth_amount
object_in_path.respawn()
func extend() -> void:
# Remove old connection to previous next part
do_movement.disconnect(next_part.process_movement)
on_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)
on_movement.connect(new_body.process_movement)
new_body.on_movement.connect(next_part.process_movement)
on_death.connect(new_body.lose_game)
on_ouroboros.connect(new_body.ouroboros)
new_body.next_part = next_part
# Set direction of new part
@ -144,12 +222,71 @@ func extend() -> void:
func lose_game() -> void:
# You lose!
print("Game lost")
timer_ref.stop()
state = States.DEAD
on_death.emit()
func ouroboros() -> void:
print("You have achieved the ouroboros!")
if state == States.OUROBOROS:
state = States.OLD_OUROBOROS
elif state == States.ALIVE:
state = States.OUROBOROS
on_ouroboros.emit()
# The head can spawn a new snake
if part_type == PartTypes.HEAD:
get_tree().get_first_node_in_group("GameClockPause").start(1)
get_tree().get_first_node_in_group("GameClock").stop()
spawn_new_snake()
func spawn_new_snake() -> void:
# Find out where we can spawn a snake
#var start = Time.get_ticks_usec()
var all_spawn_positions : Array[Vector2] = generate_spawn_grid().duplicate()
#var end = Time.get_ticks_usec()
#var worker_time = (end-start)/1000000.0
#print(worker_time)
# We cannot spawn too close to a snake on the left, so add a condition
var spawn_positions : Array[Vector2] = []
for pos in all_spawn_positions:
if (pos + Vector2.LEFT * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE) in all_spawn_positions and \
(pos + Vector2.LEFT * TILE_SIZE * 2).snapped(Vector2.ONE * TILE_SIZE) in all_spawn_positions:
spawn_positions.append(pos)
var slightly_preferred_spawns : Array[Vector2] = []
for pos in spawn_positions:
if (pos + Vector2.RIGHT * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE) in all_spawn_positions:
slightly_preferred_spawns.append(pos)
var most_preferred_spawns : Array[Vector2] = []
for pos in slightly_preferred_spawns:
if (pos + Vector2.UP * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE) in all_spawn_positions and \
(pos + Vector2.DOWN * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE) in all_spawn_positions:
most_preferred_spawns.append(pos)
if !most_preferred_spawns.is_empty():
spawn_positions = most_preferred_spawns
elif !slightly_preferred_spawns.is_empty():
spawn_positions = slightly_preferred_spawns
# If there is no room to spawn a snake, we lose
if spawn_positions.is_empty():
lose_game()
return
# Pick a position
var chosen_position : Vector2 = spawn_positions.pick_random()
# Spawn in the new snake
var new_head = snake_part_obj.instantiate()
new_head.position = chosen_position.snapped(Vector2.ONE * TILE_SIZE)
get_parent().add_child(new_head)
new_head.on_ouroboros.connect(ouroboros)
func _unhandled_input(event: InputEvent) -> void:
@ -161,5 +298,5 @@ func _unhandled_input(event: InputEvent) -> void:
# If we leave the arena
func _on_level_area_exited(area: Area2D) -> void:
func _on_level_area_exited(_area: Area2D) -> void:
lose_game()

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@ -14,10 +14,15 @@ config/name="Ouroboros"
config/features=PackedStringArray("4.4", "GL Compatibility")
config/icon="res://icon.svg"
[autoload]
GridManager="*res://Scripts/grid_manager.gd"
[global_group]
Level=""
BlocksSpawn=""
GameClock=""
[input]