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MainScene.gd
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MainScene.gd
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extends Node2D
var boulderCount = 0
var glued = []
export(int) var Glue_Max
class lineSort:
static func v2i(vcs):
var v1 = vcs[0]
var v2 = vcs[1]
var r = int(str(v1.x) + str(v1.y) + str(v2.x) + str(v2.y))
return r
static func sort_ascending(a, b):
return v2i(a[0]) > v2i(b[0])
func vecround(vec):
return Vector2(round(vec.x/10)*10,round(vec.y/10)*10)
func prepare_glue_button(vectors,buttonNode):
var center = (vectors[0] + vectors[1])/2
var width = vectors[0].distance_to(vectors[1])
buttonNode.rect_size.x = width
var localcenter = buttonNode.rect_size/2
buttonNode.rect_pivot_offset = localcenter
buttonNode.rect_global_position = center-localcenter
buttonNode.rect_rotation = rad2deg(vectors[0].angle_to_point(vectors[1]))
func sort_two_points(p1,p2):
p1 = vecround(p1)
p2 = vecround(p2)
if p1.x > p2.x:
return [p1,p2]
elif p1.x < p2.x:
return [p2,p1]
else:
if p1.y > p2.y:
return [p1,p2]
else:
return [p2,p1]
#[(670, 280), (670, 250)] == v1
#[(670, 280), (670, 240)] v2
func glue_bias(v1,v2):
if v1 == []:return
return (v1[0] - v2[0]).abs().length() < Vector2(10,10).length() and (v1[1] - v2[1]).abs().length() < Vector2(10,10).length()
func detect_position_overlaps():
var glueable = get_tree().get_nodes_in_group("glueable")
var objects_points = []
for p in range(len(glueable)):
var poly = glueable[p].get_node("GlueablePiece").polygon
for point in range(len(poly)):
poly[point] = poly[point].rotated(deg2rad(glueable[p].rotation_degrees))
poly[point] += glueable[p].get_node("GlueablePiece").global_position
objects_points.append(poly)
var lines = []
for x in range(len(objects_points)):
for y in range(len(objects_points[x])):
lines.append([sort_two_points(objects_points[x][y], objects_points[x][(y+1)%len(objects_points[x])]),x,y])
lines.sort_custom(lineSort,"sort_ascending")
var dupe = [[]]
var glueables = []
for dupeLine in lines:
#yield(get_tree().create_timer(3),"timeout")
if dupe[0] == dupeLine[0] or glue_bias(dupe[0],dupeLine[0]):
if not ([dupe[1],dupe[2]] in glued or [dupeLine[1],dupeLine[2]] in glued):
glueables.append([dupe,dupeLine])
dupe = dupeLine
for bt in $CanvasLayer.get_children():
bt.queue_free()
for g in glueables:
if [g[0][1],g[0][2]] in glued: return
$CanvasLayer.add_child($button.duplicate())
prepare_glue_button(PoolVector2Array([g[0][0][0], g[0][0][1]]),$CanvasLayer.get_children()[-1])
$CanvasLayer.get_children()[-1].connect("button_down",self,"glue",[
glueable[g[0][1]],
glueable[g[1][1]],
g[0][0][0],
g[0][0][1],
[g[0][1],g[0][2]]
])
return glueables
func editmode():
Global.play_mode = false
for gl in get_tree().get_nodes_in_group("glueable"):
gl.collision_mask = 0
gl.collision_layer = 2
func playmode():
Global.play_mode = true
for bt in $CanvasLayer.get_children():
bt.queue_free()
$OnScreenUI/Play.hide()
for gl in get_tree().get_nodes_in_group("glueable"):
gl.collision_mask = 1
gl.collision_layer = 1
gl.gravity_scale=1
for bl in get_tree().get_nodes_in_group("Boulder"):
bl.gravity_scale = 1
for bl in get_tree().get_nodes_in_group("PhysicsAffected"):
bl.gravity_scale = 1
func _ready():
$OnScreenUI/Reset.connect("pressed",self,"reset_level")
$OnScreenUI/Play.connect("pressed",self,"playmode")
if Global.opened_level == 1:
if not Global.tutorial_shown:
Global.tutorial_shown = true
$TutorialOverlay.show()
Global.glue_left = Glue_Max
$OnScreenUI/gluebar.max_value = Glue_Max
$OnScreenUI/gluebar.value = Glue_Max
$OnScreenUI/gluebar/remaining.text = "remaining glue: " + str($OnScreenUI/gluebar.value)
editmode()
boulderCount = len(get_tree().get_nodes_in_group("Boulder"))
for goal in get_tree().get_nodes_in_group("GoalPost"):
goal.connect("body_entered",self,"goal_body_entered",[goal])
Global.attempts += 1
if Global.attempts > 1:
$OnScreenUI/attempts.text = str(Global.attempts) + " attempts and counting..."
$Tween.interpolate_property($OnScreenUI/attempts,"rect_position",Vector2(-357,555),Vector2(10,555),1,Tween.TRANS_CIRC,Tween.EASE_OUT)
$Tween.start()
yield(get_tree().create_timer(2),"timeout")
$Tween.interpolate_property($OnScreenUI/attempts,"rect_position",Vector2(10,555),Vector2(0,700),1,Tween.TRANS_CIRC,Tween.EASE_OUT)
$Tween.start()
func reset_level(clear=false):
if clear: Global.attempts = 0
get_tree().reload_current_scene()
func _process(delta):
if !Global.play_mode: detect_position_overlaps()
if Input.is_action_just_pressed("Retry"):
reset_level()
if Input.is_action_just_pressed("dbg_1"):
playmode()
if Input.is_action_just_pressed("let_me_out_of_brazil"):
to_menu()
func to_menu():
Global.opened_level = 0
get_tree().change_scene("res://Resources/MainUI.tscn")
func next_level():
Global.attempts = 0
Global.opened_level += 1
get_tree().change_scene("res://Levels/Level" + str(Global.opened_level) + ".tscn")
func check_win():
if boulderCount == 0:
yield(get_tree().create_timer(1),"timeout")
$OnScreenUI/Reset.hide()
var winscreen = load("res://Resources/WinScreen.tscn").instance()
if Global.opened_level == Global.level_count: winscreen.has_no_next()
$OnScreenUI.add_child_below_node($OnScreenUI/gluebar,winscreen)
winscreen.get_node("Retry").connect("pressed",self,"reset_level",[true])
winscreen.get_node("BackButton").connect("pressed",self,"to_menu")
winscreen.get_node("NextButton").connect("pressed",self,"next_level")
func glue(obj1:Node2D,obj2:Node2D,point1:Vector2,point2:Vector2,fixate):
if Global.glue_left == 0: return
Global.glue_left -= 1
$OnScreenUI/gluebar.value = Global.glue_left
$OnScreenUI/gluebar/remaining.text = "remaining glue: " + str($OnScreenUI/gluebar.value)
glued.append(fixate)
var pj1 = PinJoint2D.new()
obj1.add_child(pj1)
pj1.softness=2
pj1.node_a = pj1.get_path_to(obj1)
pj1.node_b = pj1.get_path_to(obj2)
pj1.global_position=point1
var pj2 = PinJoint2D.new()
obj2.add_child(pj2)
pj2.softness=2
pj2.node_a = pj2.get_path_to(obj2)
pj2.node_b = pj2.get_path_to(obj1)
pj2.global_position=point2
var line = Line2D.new()
line.texture = load("res://Images/gluestrand.png")
line.default_color = Color.white
line.texture_mode = Line2D.LINE_TEXTURE_STRETCH
pj1.add_child(line)
line.points = [Vector2(0,0),pj2.global_position-pj1.global_position]
func goal_body_entered(boulder,goal):
#boulder = boulder.get_parent()
# print(boulder.name)
if boulder.is_in_group("Boulder"):
boulder.gravity_scale = 0
boulder.linear_velocity = Vector2.ZERO
boulder.collision_layer = 0
boulder.collision_mask = 0
$Tween.interpolate_property(boulder,"position",null,goal.position,0.4,Tween.TRANS_CIRC,Tween.EASE_OUT)
$Tween.interpolate_property(boulder,"scale",null,Vector2.ZERO,0.4,Tween.TRANS_CIRC,Tween.EASE_OUT)
$Tween.interpolate_property(boulder,"modulate:a",null,0,0.4,Tween.TRANS_CIRC,Tween.EASE_OUT)
$Tween.start()
boulderCount -= 1
check_win()
func _on_Tween_tween_completed(object, key):
if object.is_in_group("Boulder"):
if key == ":modulate:a":
object.queue_free()
func _on_dbg_pressed():
print(sort_two_points(Vector2(610, 380), Vector2(610, 420)))
print(sort_two_points(Vector2(610, 420), Vector2(610, 380)))
func _on_cls_pressed():
$TutorialOverlay.hide()