Add rover game and such

This commit is contained in:
snider committed 2022-08-19 05:38:23 -07:00
1 parent e80cd37534
commit 373838d3e7
37 files changed
+1558 -35

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extends Damageable
const StateIdle = preload("res://scripts/rover_station/state/idle.gd")
const StateBroken = preload("res://scripts/rover_station/state/broken.gd")
const StatePlaying = preload("res://scripts/rover_station/state/playing.gd")
var state = null
var treasure := [] # array of ItemTypes
func _ready():
state = StateBroken.new() if start_broken else StateIdle.new()
state.ctx = self
state.enter_from(null)
print("rover_station: NULL -> ", state.NAME)
func change_state(new_state):
print("rover_station: ", state.NAME, " -> ", new_state.NAME)
new_state.ctx = self
state.exit_to(new_state)
new_state.enter_from(state)
state = new_state
func _on_coin_machine_coin_requirement_met(player):
state.on_coin_machine_coin_requirement_met(player)
func _on_item_dump_completed():
state.on_item_dump_completed()
func on_player_sleep():
state.on_player_sleep()
func add_treasure(item_type: Resource):
if $item_holder.item_in_hold == null:
$item_holder.add_item(item_type.spawn_node())
else:
treasure.push_back(item_type)
func _on_item_holder_item_changed(item):
if item == null and not treasure.empty():
$item_holder.add_item(treasure.pop_front().spawn_node())
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extends Reference
const INTERFACES = [preload("res://scripts/rover_station/state/state_interface.tres")]
const NAME = "broken"
var ctx = null
func _init():
pass
func enter_from(state):
ctx.get_node("item_dump").enabled = true
ctx.get_node("item_dump").reset()
ctx.get_node("coin_machine").enabled = false
ctx.get_node("item_holder").add_enabled = true
ctx.get_node("item_holder").remove_enabled = true
ctx.get_node("status_light").fail()
func exit_to(state):
assert(state.NAME != "broken")
func on_coin_machine_coin_requirement_met(player):
assert(false, "should be impossible while broken")
func on_item_dump_completed():
ctx.full_heal()
ctx.change_state(ctx.StateIdle.new())
func on_damage_taken():
assert(false, "should be impossible while broken")
func on_player_sleep():
ctx.treasure.clear()
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extends Reference
const INTERFACES = [preload("res://scripts/rover_station/state/state_interface.tres")]
const NAME = "idle"
var ctx = null
func _init():
pass
func enter_from(state):
ctx.get_node("item_dump").enabled = false
ctx.get_node("coin_machine").enabled = true
ctx.get_node("item_holder").add_enabled = true
ctx.get_node("item_holder").remove_enabled = true
ctx.get_node("status_light").idle()
func exit_to(state):
pass
func on_coin_machine_coin_requirement_met(player):
ctx.change_state(ctx.StatePlaying.new(player))
func on_item_dump_completed():
assert(false, "item dump should be disabled")
func on_damage_taken():
if ctx.hp <= 0:
ctx.change_state(ctx.StateBroken.new())
func on_player_sleep():
ctx.treasure.clear()
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extends Reference
const INTERFACES = [preload("res://scripts/rover_station/state/state_interface.tres")]
const NAME = "playing"
var ctx: Spatial = null
var game: Node
var player: Node
func _init(p_player: Node):
player = p_player
func enter_from(state):
ctx.get_node("item_dump").enabled = false
ctx.get_node("coin_machine").enabled = false
ctx.get_node("item_holder").add_enabled = false
ctx.get_node("item_holder").remove_enabled = false
ctx.get_node("status_light").activate()
# START THE GAME
game = ctx.get_node("%rover_game").create_instance()
game.connect("got_treasure", self, "on_got_treasure")
game.connect("game_over", self, "on_game_over")
ctx.get_node("game_canvas").visible = true
player.start_playing_rover_game()
func exit_to(state):
# END THE GAME
player.stop_playing_rover_game()
ctx.get_node("game_canvas").visible = false
if game:
game.queue_free()
game = null
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while playing")
func on_item_dump_completed():
assert(false, "item dump should be disabled while playing")
func on_damage_taken():
if ctx.hp <= 0:
ctx.change_state(ctx.StateBroken.new())
func on_got_treasure(treasure: Resource):
ctx.add_treasure(treasure)
func on_game_over():
ctx.change_state(ctx.StateIdle.new())
func on_player_sleep():
ctx.treasure.clear()
ctx.change_state(ctx.StateIdle.new())
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[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/Interface.gd" type="Script" id=1]
[resource]
script = ExtResource( 1 )
method_names = [ "enter_from", "exit_to", "on_coin_machine_coin_requirement_met", "on_item_dump_completed", "on_player_sleep" ]