Added the item balloons to show on broken machines

This commit is contained in:
akshay committed 2022-08-20 23:02:40 -04:00
1 parent 5e857e478e
commit 002ffef1e8
16 files changed
+1240 -52

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+35
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@@ -0,0 +1,35 @@
extends Spatial
class_name ItemBalloon
const ItemScene = preload("res://scenes/item.tscn")
onready var anim_tree : AnimationTree = $"%AnimationTree"
onready var bounce_timer : Timer = $"%bounce_timer"
onready var attached_item = $"%attached_item"
var anim_playback : AnimationNodeStateMachinePlayback = null
var is_bouncing : bool = false
# Called when the node enters the scene tree for the first time.
func _ready():
anim_playback = anim_tree["parameters/playback"]
anim_playback.travel("idle")
bounce_timer.one_shot = true
func attach_item(item : Resource):
attached_item.set_item_type(item)
func bounce():
if is_bouncing:
return
is_bouncing = true
anim_playback.travel("bounce")
bounce_timer.start(anim_playback.get_current_length())
func _on_bounce_timer_timeout():
pass
# assert(is_bouncing)
# anim_playback.start("Balloon Reset")
# anim_playback.travel("Ballon Idle")
# is_bouncing = false
+35 -24
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@@ -2,51 +2,62 @@ extends Spatial
signal item_dump_completed
signal item_dumped
# Godot is not configurable enough (without great pains)
# to make this look less dumb
export var item_type_0: Resource
export var item_count_0: int
export var item_type_1: Resource
export var item_count_1: int
export var item_type_2: Resource
export var item_count_2: int
var remaining := {}
export var enabled = true
export (Array,Resource) var items_required
onready var one_item_node : Spatial = $"%one_item"
onready var two_item_node : Spatial = $"%two_item"
onready var one_item_balloon : ItemBalloon = $"%one_item_balloon"
onready var two_item_balloon1 : ItemBalloon = $"%two_item_balloon1"
onready var two_item_balloon2 : ItemBalloon = $"%two_item_balloon2"
var items_remaining = []
func _ready():
assert(items_required.size() <= 2)
reset()
update_item_balloons()
func reset():
remaining.clear()
if item_type_0 and item_count_0 > 0:
remaining[item_type_0] = item_count_0
if item_type_1 and item_count_1 > 0:
remaining[item_type_1] = item_count_1
if item_type_2 and item_count_2 > 0:
remaining[item_type_2] = item_count_2
items_remaining.clear()
for item in items_required:
assert(item != null)
items_remaining.push_back(item)
func on_player_interact(player) -> bool:
if not enabled:
return false
if remaining.empty():
if items_remaining.empty():
return false
if not player.has_item():
return false
if not remaining.has(player.item_in_hand.item_type):
if not items_remaining.has(player.item_in_hand.item_type):
return false
assert(remaining[player.item_in_hand.item_type] > 0, "remaining dictionary should always erase keys with a value of 0")
# Remove the player's item and mark off the item on the remaining list
var item = player.drop_item_in_hand()
remaining[item.item_type] -= 1
if remaining[item.item_type] <= 0:
remaining.erase(item.item_type)
items_remaining.erase(item.item_type)
item.queue_free()
emit_signal("item_dumped")
update_item_balloons()
# Check if everything's been checked off
if remaining.empty():
if items_remaining.empty():
emit_signal("item_dump_completed")
return true
func update_item_balloons():
if items_remaining.size() == 0:
one_item_node.visible = false
two_item_node.visible = false
elif items_remaining.size() == 1:
one_item_node.visible = true
two_item_node.visible = false
one_item_balloon.attach_item(items_remaining[0])
else:
one_item_node.visible = false
two_item_node.visible = true
two_item_balloon1.attach_item(items_remaining[0])
two_item_balloon2.attach_item(items_remaining[1])