Ouroboros/Scripts/snake_part.gd

408 lines
14 KiB
GDScript

extends Area2D
class_name SnakePart
const TILE_SIZE = 40
enum PartTypes {HEAD, BODY, TAIL}
enum States {ALIVE, DEAD, OUROBOROS, OLD_OUROBOROS}
const COLOURS = [Color.DARK_RED, Color.ORANGE_RED, Color.YELLOW, Color.WEB_GREEN, Color.BLUE, Color.REBECCA_PURPLE]
var part_type : PartTypes = PartTypes.HEAD
var state : States = States.ALIVE
var colour_index : int = 0
var current_direction : Vector2 = Vector2.RIGHT
var old_direction : Vector2 = Vector2.RIGHT
var inputs : Dictionary[String, Vector2] = {"right": Vector2.RIGHT,
"left": Vector2.LEFT,
"up": Vector2.UP,
"down": Vector2.DOWN}
var possible_x : Array
var possible_y : Array
@onready
var raycast_right : RayCast2D = $RightRayCast2D
@onready
var raycast_left : RayCast2D = $LeftRayCast2D
@onready
var raycast_up : RayCast2D = $UpRayCast2D
@onready
var raycast_down : RayCast2D = $DownRayCast2D
var snake_part_obj : PackedScene = preload("res://Scenes/snake_part.tscn")
@onready
var timer_ref : Timer = $"../Timer"
@onready
var game_over_menu : VBoxContainer = get_tree().get_first_node_in_group("GameOverMenu")
@onready
var sprite : Sprite2D = $Sprite2D
var image_head : CompressedTexture2D = preload("res://Sprites/snake_head.png")
var image_head_dead : CompressedTexture2D = preload("res://Sprites/snake_head_dead.png")
var image_head_ouroboros : CompressedTexture2D = preload("res://Sprites/snake_head_ouroboros.png")
var image_head_ouroboros_left : CompressedTexture2D = preload("res://Sprites/snake_head_ouroboros_left.png")
var image_head_ouroboros_right : CompressedTexture2D = preload("res://Sprites/snake_head_ouroboros_right.png")
var image_left : CompressedTexture2D = preload("res://Sprites/snake_left.png")
var image_right : CompressedTexture2D = preload("res://Sprites/snake_right.png")
var image_straight : CompressedTexture2D = preload("res://Sprites/snake_straight.png")
var image_tail : CompressedTexture2D = preload("res://Sprites/snake_tail.png")
var next_part : SnakePart = null
var commanding_head : SnakePart = null
var skip_next_move_propagation : bool = false
var queued_growth : int = 0
signal on_movement(new_dir, prevent_move)
signal on_death
signal on_ouroboros
func _ready() -> void:
if part_type == PartTypes.HEAD:
# Add to group for easy access from other nodes
add_to_group("Head")
# Work out allowed positions
# 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
possible_x = range(x_bounds.x, x_bounds.y + 20, TILE_SIZE)
possible_y = range(y_bounds.x, y_bounds.y + 20, TILE_SIZE)
# 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, false))
# Set up a body part
var body = snake_part_obj.instantiate()
body.part_type = PartTypes.BODY
body.colour_index = colour_index
body.position = (position - current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
next_part = body
get_parent().add_child.call_deferred(body)
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()
tail.part_type = PartTypes.TAIL
tail.colour_index = colour_index
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.on_movement.connect(tail.process_movement)
on_death.connect(tail.lose_game)
on_ouroboros.connect(tail.ouroboros)
tail.commanding_head = self
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()
update_sprite()
# 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, prevent_movment : bool = false) -> 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 and state == States.ALIVE:
extend()
# Only alive snakes can move
update_sprite()
if state != States.ALIVE:
return
# Update the position of this part
if !prevent_movment:
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
on_movement.emit(current_direction, prevent_movment or skip_next_move_propagation)
skip_next_move_propagation = false
# Unless we are the head, change our direction to the direction given
if !prevent_movment:
old_direction = current_direction
if new_direction != Vector2.ZERO and !prevent_movment:
current_direction = new_direction
# Update the sprite
update_sprite()
func update_sprite() -> void:
sprite.modulate = COLOURS[colour_index]
# Set the sprite based on state and part type
match part_type:
PartTypes.HEAD:
match state:
States.ALIVE:
sprite.texture = image_head
States.DEAD:
sprite.texture = image_head_dead
return
_:
var tail_rel_direction : float = current_direction.angle_to(old_direction)
if abs(tail_rel_direction) < 0.1:
sprite.texture = image_head_ouroboros
elif tail_rel_direction > 0:
sprite.texture = image_head_ouroboros_left
elif tail_rel_direction < 0:
sprite.texture = image_head_ouroboros_right
PartTypes.TAIL:
if state == States.OUROBOROS or state == States.OLD_OUROBOROS:
var tail_rel_direction : float = current_direction.angle_to(position - commanding_head.position)
if abs(tail_rel_direction) < 0.1:
sprite.texture = image_straight
elif tail_rel_direction > 0:
sprite.texture = image_left
elif tail_rel_direction < 0:
sprite.texture = image_right
else:
sprite.texture = image_tail
PartTypes.BODY:
var tail_rel_direction : float = current_direction.angle_to(old_direction)
if abs(tail_rel_direction) < 0.1:
sprite.texture = image_straight
elif tail_rel_direction > 0:
sprite.texture = image_left
elif tail_rel_direction < 0:
sprite.texture = image_right
if current_direction != Vector2.ZERO:
sprite.rotation = current_direction.angle() + PI / 2
else:
sprite.rotation = old_direction.angle() + PI / 2
func check_movement() -> void:
# Make sure we are going to stay in the arena
var new_position : Vector2 = (position + current_direction * TILE_SIZE).snapped(Vector2.ONE * TILE_SIZE)
if not int(new_position.x) in possible_x or not int(new_position.y) in possible_y:
lose_game()
return
# Get the correct raycast for the direction we are moving
var raycast_to_use : RayCast2D
if current_direction == Vector2.RIGHT:
raycast_to_use = raycast_right
elif current_direction == Vector2.LEFT:
raycast_to_use = raycast_left
elif current_direction == Vector2.UP:
raycast_to_use = raycast_up
elif current_direction == Vector2.DOWN:
raycast_to_use = raycast_down
# 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:
SoundPlayer.play_sound("move")
return
# If we found a snake part, then either end the game or perform an ouroboros maneouvre
if object_in_path is SnakePart:
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:
SoundPlayer.play_sound("eat")
queued_growth += object_in_path.growth_amount
object_in_path.respawn()
func extend() -> void:
# Remove old connection to previous next part
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)
new_body.colour_index = colour_index
get_parent().add_child(new_body)
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
new_body.current_direction = current_direction
new_body.old_direction = old_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
# Mark the growth step as done
queued_growth -= 1
func lose_game(from_lack_of_space : bool = false) -> void:
# You lose!
SoundPlayer.play_sound("die")
if !from_lack_of_space:
state = States.DEAD
on_death.emit()
game_over_menu.visible = true
func ouroboros() -> void:
SoundPlayer.play_sound("ouroboros")
if state == States.OUROBOROS:
state = States.OLD_OUROBOROS
elif state == States.ALIVE:
state = States.OUROBOROS
if part_type == PartTypes.TAIL:
update_sprite()
on_ouroboros.emit()
# The head can spawn a new snake
if part_type == PartTypes.HEAD and state == States.OUROBOROS:
GameManager.score += 1
remove_from_group("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(true)
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)
new_head.colour_index = colour_index + 1
new_head.on_ouroboros.connect(ouroboros)
get_parent().add_child(new_head)
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]
# If we leave the arena
#func _on_level_area_exited(_area: Area2D) -> void:
#lose_game()