Implement Game logic

TODO: Game UI with settings and start button, Gamepad input, visuals
This commit is contained in:
snoweuph 2023-02-15 18:11:37 +01:00
parent 92fc52a8ba
commit 8b21cdcc6a
6 changed files with 181 additions and 60 deletions

View file

@ -1,15 +1,24 @@
[gd_scene load_steps=3 format=3 uid="uid://clirt527jo4x2"] [gd_scene load_steps=5 format=3 uid="uid://drs4bhpd3vrh2"]
[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="1_dyj4p"] [ext_resource type="Script" path="res://Scripts/GameManager.gd" id="1_lps27"]
[ext_resource type="Texture2D" uid="uid://vv33w22kwgpc" path="res://Assets/tile.png" id="2_wiemx"] [ext_resource type="Texture2D" uid="uid://vv33w22kwgpc" path="res://Assets/tile.png" id="2_wiemx"]
[ext_resource type="Script" path="res://Scripts/TileColors.gd" id="3_gnesl"]
[sub_resource type="Resource" id="Resource_22g0s"]
script = ExtResource("3_gnesl")
empty = Color(1, 1, 1, 1)
snake_head = Color(0, 1, 0, 1)
snake_body = Color(0.133333, 0.545098, 0.133333, 1)
apple = Color(1, 0, 0, 1)
[node name="Node2D" type="Node2D"] [node name="Node2D" type="Node2D"]
[node name="GameManager" type="Node" parent="."] [node name="GameManager" type="Node" parent="."]
[node name="Map" type="Node2D" parent="."] [node name="Map" type="Node2D" parent="."]
script = ExtResource("1_dyj4p") script = ExtResource("1_lps27")
texture = ExtResource("2_wiemx") texture = ExtResource("2_wiemx")
tile_color = SubResource("Resource_22g0s")
[node name="Camera2D" type="Camera2D" parent="."] [node name="Camera2D" type="Camera2D" parent="."]

118
Scripts/GameManager.gd Normal file
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@ -0,0 +1,118 @@
extends Node
@export var map_size := 15
@export var texture : Texture2D
@export var scale := 32.0
@export var gaps := 4
@export var speed := 0.25
@export var tile_color := TileColors.new()
var tiles = []
var snake_move_vector : Vector2
var last_snake_move_vector : Vector2
var snake_length : int
var rng = RandomNumberGenerator.new()
var timer := 0.0
func generate_tiles():
for x in range(map_size):
tiles.append([])
tiles[x] = []
for y in range(map_size):
var tile = Tile.new()
tile.texture = texture
tile.tile_color = tile_color
tile.scale = Vector2(scale, scale)
tile.position = Vector2(x * ( scale + gaps ) - map_size / 2 * (scale + gaps), y * (scale + gaps) - map_size / 2 * (scale + gaps))
self.add_child(tile)
tiles[x].append([])
tiles[x][y] = tile
pass
func generate_apple():
var foundViablePosition := false
var tile : Tile
while !foundViablePosition:
tile = tiles[rng.randi_range(0, map_size -1)][rng.randi_range(0, map_size -1)] as Tile
if(tile.state == Tile.States.EMPTY):
foundViablePosition = true
tile.state = Tile.States.APPLE
pass
func set_snake_to_start_position():
#No need for float protection, godot automaticly converts floats to ints in this case
var tile = (tiles[map_size / 2][map_size / 2] as Tile)
tile.state = Tile.States.SNAKE
tile.snake_pos = 1
pass
func read_input() -> Vector2:#
# cant use Input.get_vector because it normalizes the vector
return Vector2(Input.get_axis("left", "right"), Input.get_axis("up", "down"))
func process_tiles():
var new_snake_head : Tile
for x in range(map_size):
for y in range(map_size):
var tile = tiles[x][y] as Tile
if tile.state == Tile.States.SNAKE:
if tile.snake_pos == 1:
if x + snake_move_vector.x >= map_size || x + snake_move_vector.x < 0 || y + snake_move_vector.y >= map_size || y + snake_move_vector.y < 0:
game_stop()
return
new_snake_head = tiles[x + snake_move_vector.x][y + snake_move_vector.y] as Tile
tile.snake_pos += 1
if(tile.snake_pos > snake_length):
tile.snake_pos = 0
tile.state = Tile.States.EMPTY
var was_apple = new_snake_head.state == Tile.States.APPLE
new_snake_head.snake_pos = 1
new_snake_head.state = Tile.States.SNAKE
last_snake_move_vector = snake_move_vector
if was_apple:
snake_length += 1
generate_apple()
pass
func process_snake_rotation():
var input = read_input()
print(input)
# Return if no Input or Input into multiple directions
if input.length() == 0 || input.length() > 1:
return
#return if input is the inverse of the moving direction
if input * -1 == last_snake_move_vector:
return
# set move direction into inpu direction
snake_move_vector = input.normalized()
func _ready():
game_start()
pass
func game_start():
snake_move_vector = Vector2.RIGHT
last_snake_move_vector = snake_move_vector
snake_length = 3
tiles.clear()
generate_tiles()
set_snake_to_start_position()
generate_apple()
pass
func game_stop():
print("dead")
pass
func _process(delta):
process_snake_rotation()
if(timer >= speed):
timer = 0
process_tiles()
timer += delta
pass

View file

@ -1,52 +0,0 @@
extends Node
@export var map_size := 15
@export var texture : Texture2D
@export var scale := 32.0
@export var gaps := 4
@export_category("Colors")
@export var tile_color := Color.WHITE
@export var snake_color := Color.GREEN
@export var apple_color := Color.RED
# Array of all Tiles of the Map
var tiles = []
func generate_tiles():
for x in range(map_size):
tiles.append([])
tiles[x] = []
for y in range(map_size):
var tile = Tile.new()
tile.texture = texture
tile.scale = Vector2(scale, scale)
tile.position = Vector2(x * ( scale + gaps ) - map_size / 2 * (scale + gaps), y * (scale + gaps) - map_size / 2 * (scale + gaps))
self.add_child(tile)
tiles[x].append([])
tiles[x][y] = tile
pass
func _ready():
generate_tiles()
pass
func update_tile_colors():
for x in range(map_size):
for y in range(map_size):
match tiles[x][y].get_state():
Tile.States.EMPTY:
tiles[x][y].modulate = tile_color
Tile.States.SNAKE:
tiles[x][y].modulate = snake_color
Tile.States.APPLE:
tiles[x][y].modulate = apple_color
pass
func _process(delta):
update_tile_colors()
pass

View file

@ -9,12 +9,23 @@ enum States {
} }
@export var state : States @export var state : States
# 0 means no snake at all, 1 means head and the biger, the further it is from the head
@export var snake_pos := 0
@export var tile_color : TileColors
func _init(): func _init():
state = States.EMPTY state = States.EMPTY
func get_state() -> States: func update_color():
return state match state:
States.EMPTY:
self.modulate = tile_color.empty
States.SNAKE:
self.modulate = tile_color.snake_body if snake_pos > 1 else tile_color.snake_head
States.APPLE:
self.modulate = tile_color.apple
pass
func set_state(_state : States): func _process(delta):
state = _state update_color()
pass

8
Scripts/TileColors.gd Normal file
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@ -0,0 +1,8 @@
extends Resource
class_name TileColors
@export var empty := Color.WHITE
@export var snake_head := Color.GREEN
@export var snake_body := Color.FOREST_GREEN
@export var apple := Color.RED

View file

@ -15,6 +15,33 @@ run/main_scene="res://Scene/Game.tscn"
config/features=PackedStringArray("4.0", "GL Compatibility") config/features=PackedStringArray("4.0", "GL Compatibility")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[input]
left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
up={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
down={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[rendering] [rendering]
renderer/rendering_method="gl_compatibility" renderer/rendering_method="gl_compatibility"