Added modular coin machine and power station. Updated Player code to handle inventory.

This commit is contained in:
akshay committed 2022-08-13 22:07:27 -04:00
1 parent 9956a8f7a4
commit afe0a5d39c
11 files changed
+179 -24

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extends KinematicBody
const SPEED = 3.0
export var inventory = { "ore" : 0 }
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
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(get_viewport().get_camera().global_transform.basis.xform(input)).normalized() * SPEED
move_and_slide(motion)
func can_afford(item_name, item_amount):
assert(item_amount > 0)
var current_amount : int = 0
if(inventory.has(item_name)):
current_amount = inventory[item_name]
return current_amount >= item_amount
func modify_inventory(item_name, item_amount):
if item_amount == 0:
return true
var is_op_valid : bool = true
# Note(asr): check if you can afford the item if we are removing
# for item grants op is always valid
if item_amount < 0:
is_op_valid = can_afford(item_name, abs(item_amount))
if not is_op_valid:
return false
var current_amount : int = 0
if inventory.has(item_name):
current_amount = inventory[item_name]
# Note(asr): clamp to 0. can't have negative items
var new_amount : int = max(current_amount + item_amount, 0)
inventory[item_name] = new_amount
print("inventory updated: ", item_name, " : ", new_amount)
return true
func _unhandled_input(event):
if event.is_action_pressed("action"):
for area in $TriggerVolume.get_overlapping_areas():
if try_trigger_interact(area):
break
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
owner.on_player_interact(self)
print("player interacted with ", owner)
return true
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extends Area
export var coins_required : int = 1
signal coin_requirement_met;
func _ready():
assert(coins_required >= 0)
set_meta("owner", self)
func on_player_interact(player):
assert(player.has_method("modify_inventory"))
if not player.modify_inventory("coins", -coins_required):
return
emit_signal("coin_requirement_met", player)
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extends Spatial
export var max_charge_capacity : int = 1
export var time_to_generate : float = 120
var current_holding : int = 0
var current_timer : float = 0
func _ready():
pass # Replace with function body.
func _process(delta):
current_timer += delta
if current_timer >= time_to_generate:
generate_charge()
current_timer = 0
func generate_charge():
if current_holding >= max_charge_capacity:
return
current_holding += 1
print("power station: charge generated")
func collect_charges_from_station():
var charges_to_return : int = current_holding
current_holding = 0
return charges_to_return
func _on_coin_machine_coin_requirement_met(player):
assert(player.has_method("modify_inventory"))
player.modify_inventory("coins", collect_charges_from_station())