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extends Node
const TILE_SIZE = 16
const SCREEN_FADE_DURATION = 0.25
static var has_dialog = false
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,
facing: String
):
Global.player = player
Global.last_area = null
player.get_node("AnimatedSprite2D").play("idle_" + facing)
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 fade_bg_music(duration: float = SCREEN_FADE_DURATION):
if get_tree().current_scene.has_node("MusicBackground"):
var music = get_tree().current_scene.get_node("MusicBackground")
var tween = get_tree().create_tween()
tween.tween_property(
music,
"volume_db",
ProjectSettings.get_setting("audio/buses/channel_disable_threshold_db"),
duration
)
func dialog(timeline: Variant):
if not self.has_dialog:
self.has_dialog = true
get_tree().paused = true
Dialogic.start(timeline).process_mode = Node.PROCESS_MODE_ALWAYS
Dialogic.process_mode = PROCESS_MODE_ALWAYS
await Dialogic.timeline_ended
get_tree().paused = false
await get_tree().create_timer(0.5).timeout
self.has_dialog = false
func get_collision_shape_bounds(collision_shape: CollisionShape2D):
var shape: Shape2D = collision_shape.shape
var bounds
if shape is RectangleShape2D:
bounds = Rect2(
collision_shape.global_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)
elif shape is CircleShape2D:
shape.set_radius(shape.get_radius() + 1)
else:
print("collision shape type not implemented for " + str(shape))
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
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