godot-shooter / change-html-template / files / World.gd
Branch change-html-template · default branch · all branches
World.gd
| 1 | extends Node2D |
| 2 | |
| 3 | const Utils = preload("res://Utils.gd") |
| 4 | const Enemy = preload("res://Enemy.tscn") |
| 5 | const Health = preload("res://HealPowerUp.tscn") |
| 6 | const Speed = preload("res://SpeedPowerUp.tscn") |
| 7 | var destination: Vector2 |
| 8 | var is_destination_set = false |
| 9 | var min_items_dict = { |
| 10 | "create_enemy": 10, |
| 11 | "create_health": 2, |
| 12 | "create_speed": 2, |
| 13 | } |
| 14 | |
| 15 | func enemy_killed(): |
| 16 | $CanvasLayer/HUD.score += 1 |
| 17 | |
| 18 | func create_enemy(): |
| 19 | var enemy = Enemy.instance() |
| 20 | enemy.position = get_new_item_pos() |
| 21 | enemy.add_to_group("enemies") |
| 22 | enemy.connect("enemy_killed", self, "enemy_killed") |
| 23 | enemy.connect("tree_exiting", self, "create_enemy") |
| 24 | $Environment.call_deferred("add_child", enemy) |
| 25 | |
| 26 | func create_health(): |
| 27 | var health = Health.instance() |
| 28 | health.position = get_new_item_pos(1 + randf()) |
| 29 | health.connect("tree_exiting", self, "create_health") |
| 30 | $Environment.call_deferred("add_child", health) |
| 31 | |
| 32 | func create_speed(): |
| 33 | var speed = Speed.instance() |
| 34 | speed.position = get_new_item_pos(1 + randf()) |
| 35 | speed.connect("tree_exiting", self, "create_speed") |
| 36 | $Environment.call_deferred("add_child", speed) |
| 37 | |
| 38 | func _ready() -> void: |
| 39 | # create items |
| 40 | for creator in min_items_dict: |
| 41 | var count = min_items_dict[creator] |
| 42 | for n in count: |
| 43 | var function = funcref(self, creator) |
| 44 | function.call_func() |
| 45 | |
| 46 | func get_new_item_pos(dist_ratio: float = 1.0) -> Vector2: |
| 47 | var pos_angle = randi() % 360 |
| 48 | var unit_vector = Vector2.UP.rotated(pos_angle) |
| 49 | var size = get_viewport().get_visible_rect().size |
| 50 | var max_side = max(size.x, size.y) |
| 51 | var screen_radius = max_side + 10 |
| 52 | var enemy_spawn_dist = screen_radius * dist_ratio |
| 53 | var pos = unit_vector * enemy_spawn_dist + $Player.global_position |
| 54 | return pos |
| 55 | |
| 56 | func _input(event: InputEvent) -> void: |
| 57 | if $Player.dead: |
| 58 | return |
| 59 | var width = ProjectSettings.get("display/window/size/width") |
| 60 | var height = ProjectSettings.get("display/window/size/height") |
| 61 | var mid = Vector2(width / 2.0, height / 2.0) |
| 62 | if event is InputEventScreenTouch && event.pressed: |
| 63 | var result = event.position + $Player.position - mid |
| 64 | set_destination(result) |
| 65 | if event is InputEventScreenDrag: |
| 66 | var result = event.position + $Player.position - mid |
| 67 | set_destination(result) |
| 68 | if event is InputEventMouseMotion: |
| 69 | var result = event.position + $Player.position - mid |
| 70 | set_destination(result) |
| 71 | |
| 72 | func _process(_delta: float) -> void: |
| 73 | if Input.is_action_just_pressed("pause"): |
| 74 | get_tree().paused = true |
| 75 | $CanvasLayer/PauseMenu.show() |
| 76 | |
| 77 | if is_destination_set: |
| 78 | $Player.turn_towards(destination) |
| 79 | $Destination.visible = true |
| 80 | else: |
| 81 | $Destination.visible = false |
| 82 | |
| 83 | var enemies = get_tree().get_nodes_in_group("enemies") |
| 84 | var filteredEnemies = Utils.filter(funcref(self,"filter_invalid_enemies"), enemies) |
| 85 | for e in filteredEnemies: |
| 86 | var enemy: Enemy = e |
| 87 | enemy.turn_towards($Player.position) |
| 88 | |
| 89 | # remove environment nodes that are too far away |
| 90 | # as they are removed, they should replace themselves |
| 91 | var screen_radius = get_viewport().get_visible_rect().size.length() / 2 + 10 |
| 92 | var env_items = $Environment.get_children() |
| 93 | Utils.log("env items", env_items.size()) |
| 94 | for i in env_items: |
| 95 | var item: Node2D = i |
| 96 | var diff = $Player.global_position - item.global_position |
| 97 | var dist = diff.length() |
| 98 | var is_too_far = dist > (2.0 * screen_radius) |
| 99 | if is_too_far: |
| 100 | item.queue_free() |
| 101 | |
| 102 | func set_destination(pos: Vector2) -> void: |
| 103 | destination = pos |
| 104 | is_destination_set = true |
| 105 | $Destination.global_position = pos |
| 106 | $Destination.visible = true |
| 107 | |
| 108 | func _on_Destination_body_entered(body: Node) -> void: |
| 109 | if body == $Player: |
| 110 | is_destination_set = false |
| 111 | |
| 112 | func sort_enemies_ascending_distance(a: Enemy,b: Enemy): |
| 113 | var distA = $Player.global_position.distance_to(a.global_position) |
| 114 | var distB = $Player.global_position.distance_to(b.global_position) |
| 115 | var result = distA < distB |
| 116 | return result |
| 117 | |
| 118 | func filter_invalid_enemies(enemy: Enemy) -> bool: |
| 119 | if enemy.dead: |
| 120 | return false |
| 121 | return true |
| 122 | |
| 123 | func _on_ShootTimer_timeout() -> void: |
| 124 | if $Player.dead: |
| 125 | return |
| 126 | var enemies = get_tree().get_nodes_in_group("enemies") |
| 127 | for e in enemies: |
| 128 | var enemy: Enemy = e |
| 129 | enemy.is_targeted = false |
| 130 | |
| 131 | var filteredEnemies = Utils.filter(funcref(self,"filter_invalid_enemies"), enemies) |
| 132 | if filteredEnemies.size() > 0: |
| 133 | filteredEnemies.sort_custom(self, "sort_enemies_ascending_distance") |
| 134 | var closest_enemy: Enemy = filteredEnemies[0] |
| 135 | var dist = closest_enemy.global_position.distance_to($Player.global_position) |
| 136 | if dist < $Player.shooting_range: |
| 137 | closest_enemy.is_targeted = true |
| 138 | $Player.shoot_at(closest_enemy.global_position) |
| 139 | $PlayerToTarget.points[0] = $Player.global_position |
| 140 | $PlayerToTarget.points[1] = closest_enemy.global_position |
| 141 | |
| 142 | func _on_Button_pressed() -> void: |
| 143 | get_tree().paused = false |
| 144 | $CanvasLayer/PauseMenu.hide() |