47 lines
1.2 KiB
GDScript
47 lines
1.2 KiB
GDScript
extends Spatial
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signal game_over
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signal got_treasure(item_type)
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const LootTable = preload("res://scripts/loot_table.gd")
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const RockScene = preload("res://scenes/rock.tscn")
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onready var timer : Timer = $Timer
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export var play_time: float = 20.0
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export (Array,Resource) var loot_items = []
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export (Array,int) var loot_weights = []
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var loot_table = null
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func _ready():
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loot_table = LootTable.new(loot_items, loot_weights)
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timer.start(play_time)
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spawn_rocks(10)
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func spawn_rocks(count: int):
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var locations: Array = get_tree().get_nodes_in_group("rock_spawn_location")
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locations.shuffle()
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for i in range(min(count, locations.size())):
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var location = locations[i]
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var rock = RockScene.instance()
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rock.treasure = loot_table.roll_for_loot()
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assert(rock.treasure != null)
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location.add_child(rock)
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func _on_collection_area_area_entered(area):
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if area.has_meta("owner"):
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area = area.get_meta("owner")
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emit_signal("got_treasure", area.treasure)
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area.queue_free()
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func _process(delta):
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$"%progress_bar".value = timer.time_left * 100.0 / timer.wait_time
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func _on_Timer_timeout():
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emit_signal("game_over")
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func _on_rover_rover_exit_level():
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timer.stop()
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emit_signal("game_over")
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