Fix duplicate event bug

This commit is contained in:
Kienan Stewart 2021-04-25 23:00:59 -04:00
parent 2d736173e5
commit f47399a131
8 changed files with 101 additions and 96 deletions

View File

@ -7,7 +7,7 @@ custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/ld48-gravity_limbo.html"
export_path="build/html/ld48-gravity_limbo.html"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""

View File

@ -566,7 +566,7 @@ func goto_scene(scene, current = null, free = true):
call_deferred("_deferred_goto_scene", scene, current, free)
func _deferred_goto_scene(scene, current = null, free = true):
get_tree().get_root().print_tree_pretty()
#get_tree().get_root().print_tree_pretty()
if current:
if free:
current.free()

View File

@ -48,7 +48,7 @@ func _on_choice_made(index):
var result_indices = self.data["choices"][index]["results"].keys()
var result = null
var chance = GameState.rng.randi_range(0, 100)
print(chance)
#print(chance)
var i = len(result_indices) - 1
while i >= 0:
if chance >= result_indices[i]:
@ -56,7 +56,7 @@ func _on_choice_made(index):
break
else:
i -= 1
print(result)
#print(result)
#print(self.data["choices"][index]["results"][result])
var action = self.data["choices"][index]["results"][result]
if action.has("stat_changes"):
@ -65,24 +65,23 @@ func _on_choice_made(index):
GameState.update_orbit(action["orbit_changes"])
if action.has("crew_changes"):
GameState.update_crew(action["crew_changes"])
print(action)
#print(action)
var t = RichTextLabel.new()
t.set_use_bbcode(true)
var text = self.data["choices"][index]["then"]
if action.has("text"):
text += "\n\n" + action['text']
if action.has("stat_changes") and action["stat_changes"]:
print("yes")
text += "\n\n[center]Effects:[/center]\n"
for k in action["stat_changes"].keys():
print(k)
#print(k)
var value = action["stat_changes"][k]
var color = "green"
if value < 0:
color = "red"
print(color)
#print(color)
var addition = k + ": [color=" + color + "]" + str(value) + "[/color]\n"
print(addition)
#print(addition)
text += addition
t.set_bbcode(text)
t.set_fit_content_height(true)

View File

@ -9,33 +9,44 @@ signal encounter_choice_changed
var choices = 3
var level = 0
var buttonNames = [
"Option0",
"Option1",
"Option2",
]
# Called when the node enters the scene tree for the first time.
func _ready():
# Bind button callbacks
for n in buttonNames:
var button = self.find_node(n)
if button:
button.connect("toggled", self, "_on_option_button_pressed", [n])
#for n in buttonNames:
# var button = self.find_node(n)
# if button:
# button.connect("toggled", self, "_on_option_button_pressed", [n])
pass
func initialize(l = null, nOptions = null):
self.level = l
if nOptions != null:
self.choices = nOptions
var x = 0
while x < 3:
self.find_node("Option" + str(x)).visible = x < nOptions
x += 1
print("Intializing choices for level " + str(l) + " with " + str(nOptions) + " options")
if nOptions == null:
nOptions = 3
self.choices = nOptions
var x = 0
while x < nOptions:
var s = get_node("Spot" + str(x))
var n = TextureButton.new()
if s:
n.set_position(s.get_position())
n.set_name("Option" + str(x))
n.add_to_group("EncounterOptions")
n.set_toggle_mode(true)
#print("Adding option with name: " + n.get_name())
n.connect("toggled", self, "_on_option_button_pressed", [n.get_name()])
n.set_normal_texture(ResourceLoader.load("res://assets/encounterPlaceholder0.png"))
n.set_pressed_texture(ResourceLoader.load("res://assets/encounterIconPlaceholder0_pressed.png"))
add_child(n, true)
print("Adding texture button: Option" + str(x))
#self.find_node("Option" + str(x)).visible = x < nOptions
x += 1
func activate_options():
if self.choices > 1:
for c in self.get_children():
if c.visible:
c.set_disabled(false)
for c in get_my_options():
if c.visible:
c.set_disabled(false)
func active_visited():
var i = self.get_active_option_index()
@ -49,19 +60,28 @@ func active_visited():
return GameState.encounters[self.level][i]['visited']
func disable_options():
for c in self.get_children():
for c in get_my_options():
if c.visible:
c.set_disabled(true)
func get_active_option_index():
var x = 0
for c in self.get_children():
if not c.is_visible():
print("Checking for active index of level " + str(level))
for c in get_my_options():
var i = int(c.get_name()[-1])
if GameState.encounters[self.level][i]['visited']:
print(c.get_name() + " is visited, skipping")
x += 1
continue
if c.is_pressed():
if not c.is_visible():
print(c.get_name() + " is not visible, skipping")
x += 1
continue
if c.is_pressed() or GameState.encounters[self.level][i]['selected']:
print(c.get_name() + " is pressed")
return x
else:
print(c.get_name() + " is not pressed, skipping")
x += 1
return null
@ -77,16 +97,28 @@ func get_active_position():
func has_active():
var active = false
for n in buttonNames:
if get_node(n):
active = active or (self.get_node(n).is_pressed() and self.get_node(n).is_visible())
for n in get_my_options():
active = active or (n.is_pressed() and n.is_visible())
return active
func get_my_options():
var n = []
if not get_tree():
return n
for o in get_tree().get_nodes_in_group("EncounterOptions"):
if o.get_parent() != self:
continue
n.append(o)
return n
func _on_option_button_pressed(state, buttonName):
for n in buttonNames:
if n != buttonName:
if state and get_node(n):
self.get_node(n).set_pressed(false)
# Map calls this before we have buttons. Or before we exist?
#print(buttonName + " has state: " + str(state))
for n in get_my_options():
#print(n.get_name())
if n.get_name() != buttonName:
if state :
n.set_pressed(false)
emit_signal("encounter_choice_changed")
#for n in buttonNames:
# if self.find_node(n).is_pressed():

View File

@ -1,52 +1,16 @@
[gd_scene load_steps=8 format=2]
[gd_scene load_steps=2 format=2]
[ext_resource path="res://src/ui/EncounterChoice.gd" type="Script" id=1]
[ext_resource path="res://assets/encounterPlaceholder2.png" type="Texture" id=2]
[ext_resource path="res://assets/encounterPlaceholder0.png" type="Texture" id=3]
[ext_resource path="res://assets/encounterPlaceholder1.png" type="Texture" id=4]
[ext_resource path="res://assets/encounterIconPlaceholder0_pressed.png" type="Texture" id=5]
[ext_resource path="res://assets/encounterIconPlaceholder1_pressed.png" type="Texture" id=6]
[ext_resource path="res://assets/encounterIconPlaceholder2_pressed.png" type="Texture" id=7]
[node name="EncounterChoice" type="Node2D"]
position = Vector2( -0.5, 0.5 )
script = ExtResource( 1 )
[node name="Option0" type="TextureButton" parent="."]
margin_left = -28.8286
margin_top = 14.3104
margin_right = 11.1714
margin_bottom = 54.3104
hint_tooltip = "Option 0"
toggle_mode = true
texture_normal = ExtResource( 3 )
texture_pressed = ExtResource( 5 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Spot0" type="Node2D" parent="."]
position = Vector2( 37.0812, -38.6704 )
[node name="Option1" type="TextureButton" parent="."]
margin_left = 24.2782
margin_top = 16.5904
margin_right = 64.2782
margin_bottom = 56.5904
hint_tooltip = "Option 1"
toggle_mode = true
texture_normal = ExtResource( 4 )
texture_pressed = ExtResource( 6 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Spot1" type="Node2D" parent="."]
position = Vector2( 31.7839, 10.5946 )
[node name="Option2" type="TextureButton" parent="."]
margin_left = 17.7514
margin_top = -36.9294
margin_right = 57.7514
margin_bottom = 3.07064
hint_tooltip = "Option 2"
toggle_mode = true
texture_normal = ExtResource( 2 )
texture_pressed = ExtResource( 7 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Spot2" type="Node2D" parent="."]
position = Vector2( -15.3622, 38.1406 )

View File

@ -30,11 +30,17 @@ func _on_ship_arrived():
#
if GameState.current_state != 5 and GameState.current_state != 8:
return
# Work around a duplicate event bug
if GameState.current_state == 8 and self.direction == 1:
return
var index = get_node("Map/Level" + str(GameState.current_depth)).get_active_option_index()
if index == null:
var n = get_node("Map/Level" + str(GameState.current_depth))
print(GameState.encounters[GameState.current_depth])
print("Got index for level " + str(GameState.current_depth) + ": " + str(index))
GameState.encounters[GameState.current_depth][index]['visited'] = true
get_node("Map").draw_course()
var e = GameState.encounters[GameState.current_depth]
print(e[index])
var instance = GameState.generate_encounter_instance(e, GameState.current_depth, index)
instance.add_to_group("Encounters")
self.add_child(instance)

View File

@ -22,7 +22,7 @@ func _ready():
self.get_node("Planet").set_texture(ResourceLoader.load(GameState.get_difficulty_data("planet")))
var encounterChoice = ResourceLoader.load("res://src/ui/EncounterChoice.tscn")
for level in GameState.encounters.keys():
print(level)
#print(level)
var name = "Level" + str(level)
var choice = encounterChoice.instance()
choice.set_name(name)
@ -33,14 +33,15 @@ func _ready():
var x = 0
while x < len(GameState.encounters[level]):
# Fixes the rotation of the individual buttons
var n = choice.find_node("Option" + str(x))
var n = choice.get_node("Option" + str(x))
if not n:
x += 1
continue
n.set_rotation(
-(find_node("Level" + str(level) + "Location").get_global_rotation())
)
# Set icon and tooltip
print("Checking for icons related to '" + GameState.encounters[level][x]["type"] + "'")
#print("Checking for icons related to '" + GameState.encounters[level][x]["type"] + "'")
var texture = ResourceLoader.load("res://assets/encounterIcon" + GameState.encounters[level][x]["type"] + ".png")
var texture_pressed = ResourceLoader.load("res://assets/encounterIcon" + GameState.encounters[level][x]["type"] + "_pressed.png")
if texture:
@ -52,7 +53,7 @@ func _ready():
if GameState.encounters[level][x]["selected"] or (x == 0 and started_ourselves):
# The texture change is used since when disabled the normal_texture is shown regardless of press state.
n.set_pressed(true)
choice._on_option_button_pressed(true, "Option" + str(x))
#choice._on_option_button_pressed(true, "Option" + str(x))
#n.set_normal_texture(n.get_pressed_texture())
if GameState.encounters[level][x]["visited"]:
n.set_visible(false)
@ -88,7 +89,7 @@ func _on_encounter_choice_changed():
func draw_course():
# A bit brutal
for p in get_tree().get_nodes_in_group("Course"):
print(p.get_name())
#print(p.get_name())
p.set_visible(false)
p.call_deferred("free")
@ -97,18 +98,21 @@ func draw_course():
while x < (len(GameState.encounters) - 1):
pairs.append([x, x+1])
x += 1
print(pairs)
#print(pairs)
for p in pairs:
var first = get_node("Level" + str(p[0]))
var second = get_node("Level" + str(p[1]))
if not first or not second:
print("One is null: " + str(p))
#print("One is null: " + str(p))
continue
if not first.has_active() or not second.has_active():
print("One has no active: " + str(p))
continue
if second.active_visited():
print("Second has a visited active choice: " + str(p))
#if not first.has_active() or not second.has_active():
# print("One has no active: " + str(p))
# continue
#if second.active_visited():
# print("Second has a visited active choice: " + str(p))
# continue
if not first.get_active_position() or not second.get_active_position():
#print("One has no posiion: " + str(p))
continue
var l = Line2D.new()
l.add_point(first.get_active_position())

View File

@ -42,7 +42,7 @@ rotation = 2.79253
scale = Vector2( 1.05, 1.05 )
[node name="Level5Location" type="Node2D" parent="."]
position = Vector2( 506.488, 220.486 )
position = Vector2( 462.041, 252.234 )
[node name="Ship" type="Sprite" parent="."]
position = Vector2( 1.5874, 3.96851 )