Basic Wave System is Down
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128abc60b8
commit
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4 changed files with 214 additions and 18 deletions
174
Scenes/Game.tscn
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174
Scenes/Game.tscn
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@ -0,0 +1,174 @@
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[gd_scene load_steps=17 format=3 uid="uid://c4btepmue6d7p"]
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_38041"]
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[ext_resource type="Script" path="res://Scripts/GameManager.gd" id="1_t708k"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_ope8r"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="3_o045y"]
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[ext_resource type="PackedScene" uid="uid://cpl4tllohhyel" path="res://Prefabs/bunny.tscn" id="4_hpafd"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="5_d2cbj"]
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[ext_resource type="Texture2D" uid="uid://db70wcy5ua3jd" path="res://Assets/Sprites/Jesus/jesus_spritesheet.png" id="6_p526i"]
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/WeaponController.gd" id="7_mtrts"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="8_fp1vx"]
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[sub_resource type="Animation" id="Animation_kdxam"]
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resource_name = "Idle"
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length = 0.1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="Animation" id="Animation_dwpep"]
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resource_name = "MoveDown"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = false
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
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"update": 1,
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"values": [0, 1, 2, 3, 4, 5, 6, 7]
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}
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[sub_resource type="Animation" id="Animation_2jvl5"]
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resource_name = "MoveLeft"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
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"update": 1,
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"values": [24, 25, 26, 27, 28, 29, 30, 31]
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}
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[sub_resource type="Animation" id="Animation_4ig1u"]
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resource_name = "MoveRight"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
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"update": 1,
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"values": [8, 9, 10, 11, 12, 13, 14, 15]
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}
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[sub_resource type="Animation" id="Animation_pswkh"]
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resource_name = "MoveUp"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
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"update": 1,
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"values": [16, 17, 18, 19, 20, 21, 22, 23]
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}
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[sub_resource type="Animation" id="Animation_o3hln"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_bi1h3"]
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_data = {
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"Idle": SubResource("Animation_kdxam"),
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"MoveDown": SubResource("Animation_dwpep"),
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"MoveLeft": SubResource("Animation_2jvl5"),
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"MoveRight": SubResource("Animation_4ig1u"),
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"MoveUp": SubResource("Animation_pswkh"),
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"RESET": SubResource("Animation_o3hln")
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}
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[node name="GameManager" type="Node2D" node_paths=PackedStringArray("map_generator", "bunny_generator")]
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script = ExtResource("1_t708k")
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map_generator = NodePath("Map Generator")
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bunny_generator = NodePath("Bunny Generator")
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[node name="Map Generator" type="TileMap" parent="."]
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scale = Vector2(1.5, 1.5)
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tile_set = ExtResource("1_38041")
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cell_quadrant_size = 32
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format = 2
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script = ExtResource("2_ope8r")
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start_area_corner_size = 3
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[node name="Bunny Generator" type="Node2D" parent="." node_paths=PackedStringArray("player")]
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script = ExtResource("3_o045y")
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bunny_prefab = ExtResource("4_hpafd")
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player = NodePath("../Player")
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player_save_distance = 320.0
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[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
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position = Vector2(1440, 810)
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collision_layer = 0
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script = ExtResource("5_d2cbj")
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speed = 200
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animation_player = NodePath("Player Animator")
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[node name="Player Sprite" type="Sprite2D" parent="Player"]
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position = Vector2(0, -20)
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texture = ExtResource("6_p526i")
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hframes = 8
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vframes = 4
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[node name="Player Collider" type="CollisionPolygon2D" parent="Player"]
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position = Vector2(2, -24)
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polygon = PackedVector2Array(12, 32, -16, 32, -16, -24, 12, -24)
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[node name="Player Camera" type="Camera2D" parent="Player"]
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position = Vector2(-1, -25)
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zoom = Vector2(3, 3)
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position_smoothing_enabled = true
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drag_horizontal_enabled = true
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drag_vertical_enabled = true
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editor_draw_drag_margin = true
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[node name="Player Animator" type="AnimationPlayer" parent="Player"]
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libraries = {
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"": SubResource("AnimationLibrary_bi1h3")
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}
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[node name="WeaponController" type="Node2D" parent="Player"]
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position = Vector2(0, -16)
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script = ExtResource("7_mtrts")
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projectile_prefab = ExtResource("8_fp1vx")
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@ -1,4 +1,5 @@
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extends Node
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class_name BunnyGenerator
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@export var bunny_prefab : Resource
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@export var player : CharacterBody2D
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@ -13,20 +14,18 @@ func spawn_bunny(pos : Vector2, team : int, health : int) -> Bunny:
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bunny.team = team
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return bunny
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func spawn_wave(free_tiles : Array, amount : int, health : int):
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func spawn_wave(free_tiles : Array, team: int, amount : int, health : int) -> Array:
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var bunnys = []
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# Make Sure that no possitions to near to the player are insdie of the list
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for tile in free_tiles:
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if tile.distance_to(player.global_position) <= player_save_distance:
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free_tiles.erase(tile)
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free_tiles = free_tiles.filter(func(val): return val.distance_to(player.global_position) > player_save_distance)
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# Make sure amount isnt bigger then available positions
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if free_tiles.size() < amount: amount = free_tiles.size()
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# Spawn at random psoitions of the list
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# Spawn at random positions of the list
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for i in amount:
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var pos = free_tiles.pick_random()
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free_tiles.erase(pos)
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var bunny = spawn_bunny(pos, TEAM.EVIL, 3)
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bunny.sub_on_death(func(bunny): bunny.queue_free())
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pass
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var bunny = spawn_bunny(pos, team, 3)
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bunnys.push_back(bunny)
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return bunnys
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23
Scripts/GameManager.gd
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23
Scripts/GameManager.gd
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@ -0,0 +1,23 @@
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extends Node2D
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@export var map_generator : Node
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@export var bunny_generator : Node
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var bunnys = []
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var gen_data : Dictionary
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var wave := 0
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func _ready():
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gen_data = map_generator.generate() as Dictionary
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print("time for generation: " + str(gen_data.time))
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if(bunnys.size() == 0):
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wave += 1
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bunnys = bunny_generator.spawn_wave(gen_data.free_tiles.duplicate(), TEAM.EVIL, wave, 3)
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for bunny in bunnys:
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bunny.sub_on_death(func(bunny): bunnys.erase(bunny))
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bunny.sub_on_death(func(bunny): bunny.queue_free())
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pass
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@ -15,13 +15,7 @@ extends TileMap
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var tile_array : Array
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func _ready():
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var time = generate()
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print("time for generation: " + str(time))
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pass
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func generate() -> float:
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func generate() -> Dictionary:
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var start_time = Time.get_unix_time_from_system()
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randomize()
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tile_array_to_terrain()
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return {"time": Time.get_unix_time_from_system() - start_time, "free_tiles": get_free_tiles()}
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return Time.get_unix_time_from_system() - start_time
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func get_free_tiles() -> Array:
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var free_tiles = []
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for x in width:
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for y in height:
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if get_tile_non_solid(x, y): free_tiles.push_back(Vector2(x, y) * self.cell_quadrant_size * self.scale + (Vector2(self.cell_quadrant_size, self.cell_quadrant_size) / 2))
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return free_tiles
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func setup_tile_data_array():
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tile_array.clear()
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