Add sleeping

This commit is contained in:
snider committed 2022-08-17 05:46:36 -07:00
1 parent 22e2fc0067
commit 30f171f3d9
28 files changed
+1677 -221

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+5
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@@ -0,0 +1,5 @@
extends Area
func on_player_interact(player: Spatial) -> bool:
player.sleep(true, $hop_position)
return true
+7 -1
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@@ -31,9 +31,15 @@ func _on_clear_pressed():
if player.has_item():
player.drop_item_in_hand()
func _on_random_damage_pressed():
var damageable = get_tree().get_nodes_in_group("damageable")
if damageable.empty():
return
damageable[randi() % damageable.size()].take_damage()
func _on_timer_2_s_pressed():
var game_manager = get_tree().get_nodes_in_group("game_manager")[0]
var day_timer = game_manager.get_node("day_timer")
day_timer.start(2.0)
day_timer.wait_time = game_manager.time_per_day
+14
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@@ -0,0 +1,14 @@
extends WorldEnvironment
export var target: NodePath
export var size: float = 1.0
onready var target_node: Spatial = get_node(target)
func _ready():
environment.dof_blur_far_enabled = true
environment.dof_blur_near_enabled = true
func _process(delta):
var dist := get_viewport().get_camera().global_transform.origin.distance_to(target_node.global_transform.origin)
environment.dof_blur_near_distance = dist - size / 2.0
environment.dof_blur_far_distance = dist + size / 2.0
+4 -11
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@@ -26,15 +26,8 @@ func _on_player_starved_to_death():
get_tree().paused = false
get_tree().quit() # go back to main menu when such a thing exists
func _on_day_timer_timeout():
player.health -= 1
if player.health <= 0:
_on_player_starved_to_death()
return
var node = Dialogic.start("day_end")
node.pause_mode = PAUSE_MODE_PROCESS
add_child(node)
get_tree().paused = true
yield(node, "timeline_end")
get_tree().paused = false
func reset_day_timer():
day_timer.start()
func _on_day_timer_timeout():
player.sleep(false, null)
+1 -2
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@@ -16,12 +16,11 @@ func enter_from(state):
ctx.get_node("%item_holder").remove_enabled = false
ctx.get_node("cook_timer").start()
ctx.get_node("%coil").set_surface_material(0, mat)
ctx.get_node("status_light").light_color = Color.green
ctx.get_node("status_light").activate()
func exit_to(state):
ctx.get_node("%coil").set_surface_material(0, null)
pass
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while growing")
+27 -41
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@@ -2,7 +2,10 @@ extends KinematicBody
signal starved_to_death
const EPSILON = 0.0001
const StateDefault = preload("res://scripts/player/state/default.gd")
const StateInteracting = preload("res://scripts/player/state/interacting.gd")
const StateSleeping = preload("res://scripts/player/state/sleeping.gd")
const SPEED = 10.0
const MAX_HEALTH = 4
@@ -13,27 +16,31 @@ var health: int = 4 setget set_health
var item_in_hand
var move_enabled: bool = true
onready var move_playback = $DungMan/AnimationTree["parameters/Move/playback"]
onready var anim_tree = $model_transform/DungMan/AnimationTree
onready var move_playback = anim_tree["parameters/Move/playback"]
onready var hunger_timer = $"%hunger_timer"
# Called when the node enters the scene tree for the first time.
var state = null
func _ready():
$hitbox.set_meta("owner", self)
move_playback.travel("idle")
hunger_timer.wait_time = hunger_tick_time
hunger_timer.start()
state = StateDefault.new()
state.ctx = self
state.enter_from(null)
print("player: NULL -> ", state.NAME)
func change_state(new_state):
print("player: ", state.NAME, " -> ", new_state.NAME)
new_state.ctx = self
state.exit_to(new_state)
new_state.enter_from(state)
state = new_state
func _physics_process(delta):
if not move_enabled:
return
var input = Vector3(Input.get_axis("left", "right"), 0.0, Input.get_axis("up", "down"))
var motion = Plane.PLANE_XZ.project(get_viewport().get_camera().global_transform.basis.xform(input)).normalized() * SPEED
if motion.length_squared() > EPSILON:
$DungMan.look_at(global_transform.origin - motion, Vector3.UP)
move_playback.travel("run")
else:
move_playback.travel("idle")
move_and_slide(motion)
state.physics_process(delta)
func _on_hunger_timer_timeout():
set_health(health - 1)
@@ -81,32 +88,8 @@ func modify_inventory(item_name, item_amount):
return true
func _unhandled_input(event):
if event.is_action_pressed("action"):
$DungMan/AnimationTree["parameters/Activate/active"] = true
move_enabled = false
yield(get_tree().create_timer(0.2), "timeout")
for area in $"%TriggerVolume".get_overlapping_areas():
if try_trigger_interact(area):
break
move_enabled = true
state.unhandled_input(event)
func try_trigger_interact(area):
var owner = area
if area.has_meta("owner"):
owner = area.get_meta("owner")
if not owner.has_method("on_player_interact"):
return false
var result = owner.on_player_interact(self)
if not result:
print("player failed to interacted with ", owner)
return
print("player interacted with ", owner)
return true
func drop_item_in_hand():
print("player dropped ", item_in_hand.item_name)
var item_dropped = item_in_hand
@@ -132,7 +115,10 @@ func get_item_in_hand():
item_to_return = drop_item_in_hand()
return item_to_return
func _on_blink_timer_timeout():
$DungMan/AnimationTree["parameters/Blink/active"] = true
$DungMan/blink_timer.wait_time = rand_range(0.5, 3.0)
anim_tree["parameters/Blink/active"] = true
$"%blink_timer".wait_time = rand_range(0.5, 3.0)
func sleep(made_it_to_bed: bool, hop_position: Spatial):
state.on_sleep(made_it_to_bed, hop_position)
+36
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@@ -0,0 +1,36 @@
extends Reference
const NAME = "default"
const EPSILON = 0.0001
var ctx = null
var anim_tree: AnimationTree
var move_playback
func _init():
pass
func enter_from(state):
anim_tree = ctx.get_node("model_transform/DungMan/AnimationTree")
move_playback = anim_tree["parameters/Move/playback"]
func exit_to(state):
pass
func physics_process(delta):
var input = Vector3(Input.get_axis("left", "right"), 0.0, Input.get_axis("up", "down"))
var motion = Plane.PLANE_XZ.project(ctx.get_viewport().get_camera().global_transform.basis.xform(input)).normalized() * ctx.SPEED
if motion.length_squared() > EPSILON:
ctx.get_node("model_transform").look_at(ctx.global_transform.origin - motion, Vector3.UP)
ctx.move_playback.travel("run")
else:
ctx.move_playback.travel("idle")
ctx.move_and_slide(motion)
func unhandled_input(event):
if event.is_action_pressed("action"):
ctx.get_tree().set_input_as_handled()
ctx.change_state(ctx.StateInteracting.new())
func on_sleep(made_it_to_bed: bool, hop_position: Spatial):
ctx.change_state(ctx.StateSleeping.new(made_it_to_bed, hop_position))
+54
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@@ -0,0 +1,54 @@
extends Reference
const NAME = "interacting"
var ctx: KinematicBody = null
var anim_tree: AnimationTree
var timer: SceneTreeTimer
func _init():
pass
func enter_from(state):
anim_tree = ctx.get_node("model_transform/DungMan/AnimationTree")
anim_tree["parameters/Move/playback"].travel("idle")
anim_tree["parameters/Activate/active"] = true
timer = ctx.get_tree().create_timer(0.2)
timer.connect("timeout", self, "_on_timeout", [], CONNECT_ONESHOT)
func exit_to(state):
pass
func physics_process(delta):
pass
func unhandled_input(event):
pass
func _on_timeout():
for area in ctx.get_node("%TriggerVolume").get_overlapping_areas():
if try_trigger_interact(area):
break
if ctx.state == self:
ctx.change_state(ctx.StateDefault.new())
func try_trigger_interact(area) -> bool:
var owner = area
if area.has_meta("owner"):
owner = area.get_meta("owner")
if not owner.has_method("on_player_interact"):
return false
var result = owner.on_player_interact(ctx)
if not result:
print("player failed to interacted with ", owner)
return false
print("player interacted with ", owner)
return true
func on_sleep(made_it_to_bed: bool, hop_position: Spatial):
timer.disconnect("timeout", self, "_on_timeout")
ctx.change_state(ctx.StateSleeping.new(made_it_to_bed, hop_position))
+99
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@@ -0,0 +1,99 @@
extends Reference
const NAME = "sleeping"
var ctx: KinematicBody = null
var hop_position: Spatial
var made_it_to_bed: bool
var model_transform: Spatial
var anim_player: AnimationPlayer
var old_model_origin: Vector3
var waiting := false
func _init(p_made_it_to_bed: bool, p_hop_position: Spatial = null):
hop_position = p_hop_position
made_it_to_bed = p_made_it_to_bed
func enter_from(state):
hop_position = hop_position if hop_position else ctx.get_tree().get_nodes_in_group("bed_hop_position")[0]
model_transform = ctx.get_node("model_transform")
anim_player = ctx.get_node("model_transform/node_animations")
# Pause everything but the player
ctx.get_tree().paused = true
ctx.get_node("hunger_timer").pause_mode = ctx.PAUSE_MODE_STOP
ctx.pause_mode = ctx.PAUSE_MODE_PROCESS
# Drop any carried item
if ctx.has_item():
ctx.drop_item_in_hand()
# Prepare to play animation
if made_it_to_bed:
# Slide the player to the front of the bed
old_model_origin = model_transform.global_transform.origin
var tween = model_transform.create_tween()
tween.tween_property(model_transform, "global_transform:origin", hop_position.global_transform.origin, .1)
yield(tween, "finished")
# Warp the player to the right position & orientation
model_transform.global_transform = hop_position.global_transform
else:
# Harm the player and show message
ctx.set_health(ctx.health - 1)
var node = Dialogic.start("day_end")
node.pause_mode = ctx.PAUSE_MODE_PROCESS
ctx.add_child(node)
yield(node, "timeline_end")
# Warp the player to the right position & orientation
ctx.global_transform.origin = hop_position.global_transform.origin
model_transform.global_transform = hop_position.global_transform
old_model_origin = model_transform.global_transform.origin
# Play hop animation
ctx.get_node("model_transform/DungMan/AnimationTree")["parameters/Move/playback"].travel("idle")
anim_player.call_deferred("play", "hop_into_bed")
yield(anim_player, "animation_finished")
waiting = true
# Reset the day timer
for game_manager in ctx.get_tree().get_nodes_in_group("game_manager"):
game_manager.reset_day_timer()
func exit_to(state):
ctx.pause_mode = ctx.PAUSE_MODE_INHERIT
ctx.get_node("hunger_timer").pause_mode = ctx.PAUSE_MODE_INHERIT
ctx.get_tree().paused = false
func physics_process(delta):
pass
func unhandled_input(event: InputEvent):
if not waiting:
return
if not event.is_action_pressed("action"):
return
ctx.get_tree().set_input_as_handled()
# Play hop out animation
anim_player.call_deferred("play", "hop_out_of_bed")
yield(anim_player, "animation_finished")
# Slide the player back to the front of the bed
var tween = model_transform.create_tween()
tween.tween_property(model_transform, "global_transform:origin", old_model_origin, .1)
yield(tween, "finished")
# Show message
var node = Dialogic.start("wake_up")
node.pause_mode = ctx.PAUSE_MODE_PROCESS
ctx.add_child(node)
yield(node, "timeline_end")
ctx.change_state(ctx.StateDefault.new())
func on_sleep(made_it_to_bed: bool, hop_position: Spatial):
assert(false, "shouldn't be able to sleep while sleeping")