Files
puzzle-quest/scenes/levels/levels.gd
T

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GDScript
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extends Spatial
const TIME_MAX = 3000 # msec
const GYROSCOPE_MAX_DIFF = 0.5
const OFFSET_CAMERA_MAX = 0.12
const OFFSET_STEP_CHANGE = 0.01
const RAY_LENGTH = 1000
onready var gyroscope_value_old = Vector3(0, 0, 0)
onready var table = Global.database.get_table_by_name("scenes")
onready var meshes = {}
onready var from = null
onready var to = null
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onready var mlevel = load("res://db/MLevel.gd")
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onready var mscene = load("res://db/MScene.gd")
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onready var victory_condition = 0
onready var victory_progress = 0
func _ready():
_load_translations()
_load_meshes()
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_prepare_victory_condition()
func _prepare_victory_condition():
var level = mlevel.new(Global.current_scene_int)
victory_condition = level.object_to_find()
victory_progress = level.object_finding()
func _process(_delta):
_check_dissolve_mesh()
_check_change_angle_camera()
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_check_victory_condition()
func _check_dissolve_mesh():
# Event dissolve in object searched by gamer
for key in meshes:
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if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(OS.get_ticks_msec())
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_node_object_list(key)
if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
_node_to_mesh(key).get_surface_material(0).set("shader_param/dissolve_amount", meshes[key].value())
else:
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_clean_mesh(key)
func _clean_mesh(key):
victory_progress = mlevel.new(Global.current_scene_int).object_finding()
_node_to_mesh(key).call_deferred("free")
meshes[key].set_mesh(null)
func _check_change_angle_camera():
var camera = $"Main Camera"
var gyroscope = Input.get_gyroscope()
if camera.h_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
print("[warcraft#_ready] move camera angle to left")
$"Main Camera".h_offset -= OFFSET_STEP_CHANGE
if camera.h_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
print("[warcraft#_ready] move camera angle to right")
$"Main Camera".h_offset += OFFSET_STEP_CHANGE
if camera.v_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
print("[warcraft#_ready] move camera angle to down")
$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
if camera.v_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
print("[warcraft#_ready] move camera angle to up")
$"Main Camera".v_offset += OFFSET_STEP_CHANGE
gyroscope_value_old = gyroscope
func _action_pressed(action):
return Input.is_action_pressed(action)
func _action_gyroscope(action, gyroscope):
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if Setting.get_setting_gyrosocpe():
var expression = Expression.new()
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
if expression.execute([gyroscope], self):
return true
else:
return false
else:
return false
func _gyroscope_changed_left(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y < gyroscope_value_old.y
func _gyroscope_changed_right(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y > gyroscope_value_old.y
func _gyroscope_changed_down(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z > gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x > gyroscope_value_old.x
func _gyroscope_changed_up(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z < gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x < gyroscope_value_old.x
func _start_dissolve(key):
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if bool(meshes[key].lock()) == false:
meshes[key].set_lock(int(true))
$ObjectFind.stream = meshes[key].audio_sound()
$ObjectFind.play()
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func _check_victory_condition():
if victory_condition == victory_progress:
print("[levels#_check_victory_condition] \\o/")
Global.goto_scene("res://scenes/UI/ending.tscn")
func _node_to_mesh(key):
return get_node(meshes[key].mesh())
func _node_to_area(key):
return get_node(meshes[key].mesh()+"/Area")
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func _node_object_list(key):
for child in $ListObjects/ListContainer.get_children():
if child.get_meta("name") == meshes[key].label():
child.set_meta("counted", child.get_meta("counted") + 1)
if child.get_meta("counter") == child.get_meta("counted"):
child.visible = false
else:
var diff = child.get_meta("counter") - child.get_meta("counted")
var txt = child.get_meta("name")
if diff != 1:
txt = txt + " " + String(diff)
child.get_node("Label").set_text(txt)
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func _load_translations():
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pass
func _load_meshes():
var scene_detail = null
for row_index in range(0, table.m_rows_count):
scene_detail = mscene.new(row_index)
if scene_detail.key() != null:
meshes[scene_detail.key()] = scene_detail
func _input(event):
if event is InputEventMouseButton or event is InputEventScreenTouch:
var camera = $"Main Camera"
from = camera.project_ray_origin(event.position)
to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
func _physics_process(_delta):
var space_state = get_world().direct_space_state
if from != null and to != null:
_check_collider(space_state)
func _check_collider(space_state):
var result = space_state.intersect_ray(from, to, [], 1, false, true)
from = null
to = null
if result.has("collider"):
var node = result["collider"].get_parent()
if node != null:
_start_dissolve(node.name)