112 lines
2.5 KiB
GDScript
112 lines
2.5 KiB
GDScript
extends Control
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signal solved
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signal input(correct: bool)
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var InputHandler := preload('res://game/input.gd')
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const all_data := preload('res://game/gems/data.gd').data
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const ArrowScene := preload('res://game/arrow/arrow.tscn')
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const total_width := 1920
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const space_between_arrows := 8
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const img_size := 48
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@onready var icons := $Icons
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@onready var name_label := $Name
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@onready var arrows_container := $Arrows
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@onready var error_timer := $ErrorTimer
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@onready var player := $AnimationPlayer
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var pos := -1
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var arrow_count := 0
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var raw_dirs: Array[Global.DIRS] = []
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var arrows: Array[Arrow] = []
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var in_error := true
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var next_codes = []
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func _on_error_timer_timeout() -> void:
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in_error = false
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func dir_input(dir: Global.DIRS) -> void:
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if in_error:
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return
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if pos >= len(raw_dirs):
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return
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if dir == raw_dirs[pos]:
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arrows[pos].state = Global.ARROW_STATE.DONE
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pos += 1
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if pos == arrow_count:
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solved.emit()
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start_new_round()
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input.emit(true)
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else:
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in_error = true
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error_timer.start()
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arrows[pos].state = Global.ARROW_STATE.ERROR
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for a in arrows:
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a.state = Global.ARROW_STATE.NORMAL
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pos = 0
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input.emit(false)
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func start_new_round() -> void:
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InputHandler.start = null
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var data = next_codes.pop_front()
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next_codes.append(all_data[randi() % all_data.size()])
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icons.update(data[1], next_codes)
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in_error = true
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if pos != -1:
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raw_dirs.clear()
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player.play('round-end')
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await player.animation_finished
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for n in arrows:
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arrows_container.remove_child(n)
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n.queue_free()
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arrows.clear()
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pos = 0
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name_label.text = data[0]
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raw_dirs.append_array(data[2])
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arrow_count = len(data[2])
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var total_arrow_width := 64 * arrow_count + space_between_arrows * (arrow_count - 1)
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var start_x := (total_width - total_arrow_width) / 2.0
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for d in data[2]:
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var a: Arrow = ArrowScene.instantiate()
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a.set_position(Vector2(start_x, 500))
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a.dir = d
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arrows.append(a)
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arrows_container.add_child(a)
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start_x += 64 + space_between_arrows
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player.play('round-start')
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await player.animation_finished
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in_error = false
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func _input(event: InputEvent) -> void:
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var d = InputHandler._input(event)
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if d != null:
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dir_input(d)
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if event.is_action_released('escape'):
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get_tree().change_scene_to_packed(load('res://main_menu/main_menu.tscn'))
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func _ready() -> void:
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randomize()
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for i in range(8):
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next_codes.append(all_data[randi() % all_data.size()])
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icons.update(null, next_codes)
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start_new_round()
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solved.connect($StatContainer/Solved._on_solved)
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input.connect($StatContainer/Combo._on_input)
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