diff options
author | Daniel Weipert <code@drogueronin.de> | 2023-08-10 11:48:05 +0200 |
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committer | Daniel Weipert <code@drogueronin.de> | 2023-08-10 11:48:05 +0200 |
commit | 46556d864b9685c3b09a0038f5de83966fe7ff94 (patch) | |
tree | c68082eacd35559e14565d1598dd694972fb8e0e /Scenes/Utilities.gd |
Initial commit
Diffstat (limited to 'Scenes/Utilities.gd')
-rw-r--r-- | Scenes/Utilities.gd | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/Scenes/Utilities.gd b/Scenes/Utilities.gd new file mode 100644 index 0000000..f9485ff --- /dev/null +++ b/Scenes/Utilities.gd @@ -0,0 +1,142 @@ +extends Node + + +const TILE_SIZE = 16 +const SCREEN_FADE_DURATION = 0.25 + + +func get_level_position(scene) -> Vector2: + return self.from_position_to_grid(scene.position) + #var x = floor(scene.position.x / 16) + #var y = floor(scene.position.y / 16) + + #return Vector2(x, y) + + +func get_level_position_grid(scene) -> Vector2: + return self.from_grid_to_position(self.from_position_to_grid(scene.position)) + #return (self.get_level_position(scene) * self.TILE_SIZE) + Vector2(self.TILE_SIZE / 2, self.TILE_SIZE / 2) + + +func from_position_to_grid(position: Vector2) -> Vector2: + return floor(position / self.TILE_SIZE) + + +func from_grid_to_position(grid_position: Vector2) -> Vector2: + return (grid_position * self.TILE_SIZE) + Vector2(self.TILE_SIZE / 2.0, self.TILE_SIZE / 2.0) + + +func change_scene(scene): + get_tree().root.add_child(scene) + get_tree().current_scene.queue_free() + get_tree().current_scene = scene + + +func change_scene_with_fade(scene): + self.change_scene(scene) + self.fade_screen(Color(0, 0, 0, 1), Color(0, 0, 0, 0)) + + +func change_scene_with_player_to_position( + scene: Node2D, player: Player, targetPlayerPositionNodePath: NodePath +): + Global.player = player + Global.last_area = null + + var targetPlayerPositionNode = scene.get_node(targetPlayerPositionNodePath) + player.position = targetPlayerPositionNode.position + scene.add_child(player) + + call_deferred("change_scene_with_fade", scene) + + +func fade_screen(from: Color, to: Color, duration: float = SCREEN_FADE_DURATION) -> Tween: + var canvas = CanvasLayer.new() + var rect = ColorRect.new() + rect.color = from + rect.size = get_viewport().get_visible_rect().size + canvas.add_child(rect) + get_tree().root.add_child(canvas) + + Global.player.set_process(false) + var tween = get_tree().create_tween() + tween.tween_property(rect, "color", to, duration) + tween.tween_callback(func(): + get_tree().root.remove_child(canvas) + Global.player.set_process(true) + ) + + return tween + + +func get_collision_shape_bounds(collision_shape: CollisionShape2D): + var shape: Shape2D = collision_shape.shape + var bounds + + if shape is RectangleShape2D: + bounds = Rect2( + collision_shape.position - shape.get_rect().size/2, + shape.get_rect().size + ) + + return bounds + + +func add_collision_area(node: Node2D, original_collision_shape: Node2D): + var collision_area = Collision.Area.new(node, original_collision_shape) + + # add area to node + node.add_child(collision_area) + + return collision_area + + +class Collision: + class Area extends Area2D: + signal collided + + func _init(node: Node2D, original_collision_shape: Node2D, expand: bool = true): + self.name = "CollisionArea" + super() + + # setup area + self.collision_layer = node.collision_layer + self.collision_mask = node.collision_mask + + for group in node.get_groups(): + self.add_to_group(group) + + self.connect("area_entered", func(area): emit_signal("collided", area)) + + # copy shape and expand it + var collision_shape = original_collision_shape.duplicate() + if collision_shape is CollisionShape2D: + var shape = collision_shape.shape.duplicate() + + if expand: + if shape is RectangleShape2D: + shape.set_size(shape.get_size() + Vector2(1, 1)) + elif shape is CapsuleShape2D: + shape.set_height(shape.get_height() + 1) + shape.set_radius(shape.get_radius() + 1) + + collision_shape.set_shape(shape) + + elif collision_shape is CollisionPolygon2D: + var polygon = collision_shape.polygon.duplicate() + + if expand: + pass + + collision_shape.set_polygon(polygon) + pass + + self.add_child(collision_shape) + + + class Layer: + const PLAYER = 2 + const BOMB = 3 + const SOLID = 4 + const ENEMY = 5 + const EXPLOSION = 6 |