godot-shooter / meteor / files / World.gd
Branch meteor · 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 | export var enemy_count = 4 |
| 6 | var destination: Vector2 |
| 7 | var is_destination_set = false |
| 8 | |
| 9 | func _ready() -> void: |
| 10 | for n in enemy_count: |
| 11 | add_new_enemy(true) |
| 12 | |
| 13 | func _on_enemy_killed() -> void: |
| 14 | $CanvasLayer/HUD.score += 1 |
| 15 | # use call_deferred to ensure that this happens after the collision has been processed |
| 16 | call_deferred("add_new_enemy") |
| 17 | |
| 18 | func add_new_enemy(should_be_visible: bool = false) -> void: |
| 19 | var pos_angle = randi() % 360 |
| 20 | var unit_vector = Vector2.UP.rotated(pos_angle) |
| 21 | var screen_radius = get_viewport().get_visible_rect().size.length() / 2 + 10 |
| 22 | var enemy_spawn_dist = 400 if should_be_visible else screen_radius |
| 23 | var pos = unit_vector * enemy_spawn_dist + $Player.global_position |
| 24 | |
| 25 | var enemy = Enemy.instance() |
| 26 | enemy.connect("enemy_killed", self, "_on_enemy_killed") |
| 27 | enemy.position = pos |
| 28 | enemy.add_to_group("enemies") |
| 29 | add_child(enemy) |
| 30 | |
| 31 | func _input(event: InputEvent) -> void: |
| 32 | if event is InputEventScreenTouch: |
| 33 | if event.pressed && !$Player.dead: |
| 34 | Utils.log("event position", event.position) |
| 35 | Utils.log("to_global(event.position)", to_global(event.position)) |
| 36 | Utils.log("player", $Player.position) |
| 37 | var result = event.position + $Player.position - Vector2(500, 300) |
| 38 | set_destination(result) |
| 39 | |
| 40 | func _process(_delta: float) -> void: |
| 41 | if Input.is_action_just_pressed("click") and !$Player.dead: |
| 42 | var pos = get_global_mouse_position() |
| 43 | set_destination(pos) |
| 44 | if Input.is_action_just_pressed("pause"): |
| 45 | get_tree().paused = true |
| 46 | $CanvasLayer/PauseMenu.show() |
| 47 | |
| 48 | if is_destination_set: |
| 49 | var diff = destination - $Player.global_position |
| 50 | var unit = diff.normalized() |
| 51 | $Player.velocity = unit * $Player.move_speed |
| 52 | $Destination.visible = true |
| 53 | else: |
| 54 | $Destination.visible = false |
| 55 | $Player.velocity = Vector2.ZERO |
| 56 | |
| 57 | func set_destination(pos: Vector2) -> void: |
| 58 | Utils.log("setting destination to ", pos) |
| 59 | destination = pos |
| 60 | is_destination_set = true |
| 61 | $Destination.global_position = pos |
| 62 | $Destination.visible = true |
| 63 | $Player. global_rotation = global_position.direction_to(get_global_mouse_position()).angle() + PI/2.0 |
| 64 | |
| 65 | func _on_Destination_body_entered(body: Node) -> void: |
| 66 | if body == $Player: |
| 67 | is_destination_set = false |
| 68 | |
| 69 | func sort_enemies_ascending_distance(a: Enemy,b: Enemy): |
| 70 | var distA = $Player.global_position.distance_to(a.global_position) |
| 71 | var distB = $Player.global_position.distance_to(b.global_position) |
| 72 | var result = distA < distB |
| 73 | return result |
| 74 | |
| 75 | func filter_invalid_enemies(enemy: Enemy) -> bool: |
| 76 | if enemy.dead: |
| 77 | return false |
| 78 | return true |
| 79 | |
| 80 | func _on_ShootTimer_timeout() -> void: |
| 81 | if $Player.dead: |
| 82 | return |
| 83 | var enemies = get_tree().get_nodes_in_group("enemies") |
| 84 | for e in enemies: |
| 85 | var enemy: Enemy = e |
| 86 | enemy.is_targeted = false |
| 87 | |
| 88 | var filteredEnemies = Utils.filter(funcref(self,"filter_invalid_enemies"), enemies) |
| 89 | if filteredEnemies.size() > 0: |
| 90 | filteredEnemies.sort_custom(self, "sort_enemies_ascending_distance") |
| 91 | var closest_enemy: Enemy = filteredEnemies[0] |
| 92 | closest_enemy.is_targeted = true |
| 93 | $Player.shoot_at(closest_enemy.global_position) |
| 94 | $PlayerToTarget.points[0] = $Player.global_position |
| 95 | $PlayerToTarget.points[1] = closest_enemy.global_position |
| 96 | |
| 97 | func _on_Button_pressed() -> void: |
| 98 | get_tree().paused = false |
| 99 | $CanvasLayer/PauseMenu.hide() |