127 lines
3.5 KiB
GDScript
127 lines
3.5 KiB
GDScript
extends Node2D
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# word stuff
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var word_set
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var word_set_file_path
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var word_set_file
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var word_set_content
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var word_set_array
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# init random
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var alphabet = ["A","B","C","D","E","F","G","H","I","J","K","L","M","N",
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"O","P","Q","R","S","T","U","V","W","X","Y","Z"]
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var comets = []
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var comet_speed = 250
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var active
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# display
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var viewport_size
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var scale_factor_x
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var scale_factor_y
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# numbers
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var delay = 1.5
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var spawn_timer = 0
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var max_character_count = 0
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# objects
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var comet_source = preload("res://scenes/objects/game/comet.tscn")
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var fade
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var pause_menu
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# Runs on start
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func _ready() -> void:
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viewport_size = get_viewport_rect().size
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#scale_factor_x = viewport_size.x/1280
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#scale_factor_y = viewport_size.y/720
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#print($Tux.position)
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#$Tux.position = Vector2($Tux.position.x * scale_factor_x, $Tux.position.y * scale_factor_y)
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#print($Tux.position)
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active = true
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pause_menu = self.get_node("OnTop").get_node("Pause")
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fade = self.get_node("OnTop").get_node("Fade")
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fade.visible = true
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var tween := create_tween()
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tween.parallel().tween_property(fade, "modulate:a", 0, 1).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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# Load Corresponding Text File
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word_set_file_path = "res://gameplay/word_sets/" + word_set + ".txt"
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word_set_file = FileAccess.open(word_set_file_path, FileAccess.READ)
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# Gets file contents as text
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word_set_content = word_set_file.get_as_text()
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# Splits text file contents by line and removes the first entry (its just the name)
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word_set_array = word_set_content.split("\n", true)
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word_set_array.remove_at(0)
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if word_set_array[len(word_set_array)-1] == "":
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word_set_array.remove_at(len(word_set_array)-1)
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for word in word_set_array:
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if len(word) > max_character_count:
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print("new longest word: " + str(word) + " " + str(len(word)))
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max_character_count = len(word)
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#print(word_set_array)
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# Runs every frame
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func _process(delta: float) -> void:
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if active:
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spawn_timer += delta
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if spawn_timer >= delay:
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spawn_timer = 0
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spawn_word()
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func spawn_word():
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var scan_commet = comet_source.instantiate()
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var comet_width = scan_commet.get_node("Sprite").sprite_frames.get_frame_texture("comet",0).get_width()
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var new_word = word_set_array[randi_range(0,len(word_set_array)-1)]
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var dist = (viewport_size.x - (2*comet_width))/(max_character_count-1)
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var offset = comet_width
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scan_commet.queue_free()
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for char in new_word:
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if char != " ":
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var new_commet = comet_source.instantiate()
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new_commet.position = Vector2(offset,-128)
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new_commet.get_node("Sprite").get_node("Label").text = char
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new_commet.speed = comet_speed
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add_child(new_commet)
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comets.append(new_commet)
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offset += dist
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delay = randf_range(0.75,2)
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func _input(event):
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if event is InputEventKey and event.pressed:
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if event.as_text() in alphabet:
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if active:
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if len(comets) > 0:
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var comet = comets[0]
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if event.as_text() == comet.get_node("Sprite").get_node("Label").text:
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comet.active = false
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var laser = Line2D.new()
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laser.default_color = Color.RED
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laser.points = PackedVector2Array([$Tux.position,comet.position])
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add_child(laser)
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comets.erase(comet)
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comet.get_node("Sprite").play("cometbreak")
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$CometBreakSound.play()
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await comet.get_node("Sprite").animation_finished
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laser.queue_free()
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comet.queue_free()
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elif event.keycode == KEY_ESCAPE:
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if pause_menu.visible:
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pause_menu.resume()
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$BackgroundMusic.play()
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else:
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$Back.play()
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active = false
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pause_menu.visible = true
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$BackgroundMusic.stop()
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