Fix duplicate event bug
This commit is contained in:
parent
2d736173e5
commit
f47399a131
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@ -7,7 +7,7 @@ custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="build/ld48-gravity_limbo.html"
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export_path="build/html/ld48-gravity_limbo.html"
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patch_list=PoolStringArray( )
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script_export_mode=1
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script_encryption_key=""
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@ -566,7 +566,7 @@ func goto_scene(scene, current = null, free = true):
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call_deferred("_deferred_goto_scene", scene, current, free)
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func _deferred_goto_scene(scene, current = null, free = true):
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get_tree().get_root().print_tree_pretty()
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#get_tree().get_root().print_tree_pretty()
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if current:
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if free:
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current.free()
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@ -48,7 +48,7 @@ func _on_choice_made(index):
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var result_indices = self.data["choices"][index]["results"].keys()
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var result = null
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var chance = GameState.rng.randi_range(0, 100)
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print(chance)
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#print(chance)
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var i = len(result_indices) - 1
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while i >= 0:
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if chance >= result_indices[i]:
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@ -56,7 +56,7 @@ func _on_choice_made(index):
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break
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else:
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i -= 1
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print(result)
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#print(result)
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#print(self.data["choices"][index]["results"][result])
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var action = self.data["choices"][index]["results"][result]
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if action.has("stat_changes"):
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@ -65,24 +65,23 @@ func _on_choice_made(index):
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GameState.update_orbit(action["orbit_changes"])
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if action.has("crew_changes"):
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GameState.update_crew(action["crew_changes"])
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print(action)
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#print(action)
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var t = RichTextLabel.new()
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t.set_use_bbcode(true)
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var text = self.data["choices"][index]["then"]
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if action.has("text"):
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text += "\n\n" + action['text']
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if action.has("stat_changes") and action["stat_changes"]:
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print("yes")
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text += "\n\n[center]Effects:[/center]\n"
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for k in action["stat_changes"].keys():
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print(k)
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#print(k)
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var value = action["stat_changes"][k]
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var color = "green"
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if value < 0:
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color = "red"
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print(color)
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#print(color)
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var addition = k + ": [color=" + color + "]" + str(value) + "[/color]\n"
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print(addition)
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#print(addition)
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text += addition
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t.set_bbcode(text)
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t.set_fit_content_height(true)
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@ -9,33 +9,44 @@ signal encounter_choice_changed
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var choices = 3
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var level = 0
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var buttonNames = [
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"Option0",
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"Option1",
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"Option2",
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]
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# Bind button callbacks
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for n in buttonNames:
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var button = self.find_node(n)
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if button:
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button.connect("toggled", self, "_on_option_button_pressed", [n])
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#for n in buttonNames:
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# var button = self.find_node(n)
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# if button:
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# button.connect("toggled", self, "_on_option_button_pressed", [n])
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pass
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func initialize(l = null, nOptions = null):
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self.level = l
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if nOptions != null:
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self.choices = nOptions
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var x = 0
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while x < 3:
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self.find_node("Option" + str(x)).visible = x < nOptions
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x += 1
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print("Intializing choices for level " + str(l) + " with " + str(nOptions) + " options")
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if nOptions == null:
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nOptions = 3
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self.choices = nOptions
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var x = 0
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while x < nOptions:
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var s = get_node("Spot" + str(x))
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var n = TextureButton.new()
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if s:
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n.set_position(s.get_position())
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n.set_name("Option" + str(x))
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n.add_to_group("EncounterOptions")
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n.set_toggle_mode(true)
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#print("Adding option with name: " + n.get_name())
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n.connect("toggled", self, "_on_option_button_pressed", [n.get_name()])
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n.set_normal_texture(ResourceLoader.load("res://assets/encounterPlaceholder0.png"))
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n.set_pressed_texture(ResourceLoader.load("res://assets/encounterIconPlaceholder0_pressed.png"))
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add_child(n, true)
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print("Adding texture button: Option" + str(x))
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#self.find_node("Option" + str(x)).visible = x < nOptions
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x += 1
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func activate_options():
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if self.choices > 1:
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for c in self.get_children():
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if c.visible:
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c.set_disabled(false)
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for c in get_my_options():
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if c.visible:
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c.set_disabled(false)
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func active_visited():
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var i = self.get_active_option_index()
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@ -49,19 +60,28 @@ func active_visited():
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return GameState.encounters[self.level][i]['visited']
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func disable_options():
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for c in self.get_children():
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for c in get_my_options():
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if c.visible:
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c.set_disabled(true)
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func get_active_option_index():
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var x = 0
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for c in self.get_children():
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if not c.is_visible():
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print("Checking for active index of level " + str(level))
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for c in get_my_options():
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var i = int(c.get_name()[-1])
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if GameState.encounters[self.level][i]['visited']:
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print(c.get_name() + " is visited, skipping")
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x += 1
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continue
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if c.is_pressed():
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if not c.is_visible():
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print(c.get_name() + " is not visible, skipping")
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x += 1
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continue
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if c.is_pressed() or GameState.encounters[self.level][i]['selected']:
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print(c.get_name() + " is pressed")
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return x
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else:
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print(c.get_name() + " is not pressed, skipping")
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x += 1
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return null
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@ -77,16 +97,28 @@ func get_active_position():
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func has_active():
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var active = false
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for n in buttonNames:
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if get_node(n):
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active = active or (self.get_node(n).is_pressed() and self.get_node(n).is_visible())
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for n in get_my_options():
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active = active or (n.is_pressed() and n.is_visible())
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return active
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func get_my_options():
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var n = []
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if not get_tree():
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return n
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for o in get_tree().get_nodes_in_group("EncounterOptions"):
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if o.get_parent() != self:
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continue
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n.append(o)
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return n
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func _on_option_button_pressed(state, buttonName):
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for n in buttonNames:
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if n != buttonName:
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if state and get_node(n):
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self.get_node(n).set_pressed(false)
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# Map calls this before we have buttons. Or before we exist?
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#print(buttonName + " has state: " + str(state))
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for n in get_my_options():
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#print(n.get_name())
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if n.get_name() != buttonName:
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if state :
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n.set_pressed(false)
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emit_signal("encounter_choice_changed")
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#for n in buttonNames:
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# if self.find_node(n).is_pressed():
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@ -1,52 +1,16 @@
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[gd_scene load_steps=8 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://src/ui/EncounterChoice.gd" type="Script" id=1]
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[ext_resource path="res://assets/encounterPlaceholder2.png" type="Texture" id=2]
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[ext_resource path="res://assets/encounterPlaceholder0.png" type="Texture" id=3]
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[ext_resource path="res://assets/encounterPlaceholder1.png" type="Texture" id=4]
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[ext_resource path="res://assets/encounterIconPlaceholder0_pressed.png" type="Texture" id=5]
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[ext_resource path="res://assets/encounterIconPlaceholder1_pressed.png" type="Texture" id=6]
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[ext_resource path="res://assets/encounterIconPlaceholder2_pressed.png" type="Texture" id=7]
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[node name="EncounterChoice" type="Node2D"]
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position = Vector2( -0.5, 0.5 )
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script = ExtResource( 1 )
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[node name="Option0" type="TextureButton" parent="."]
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margin_left = -28.8286
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margin_top = 14.3104
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margin_right = 11.1714
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margin_bottom = 54.3104
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hint_tooltip = "Option 0"
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toggle_mode = true
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texture_normal = ExtResource( 3 )
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texture_pressed = ExtResource( 5 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Spot0" type="Node2D" parent="."]
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position = Vector2( 37.0812, -38.6704 )
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[node name="Option1" type="TextureButton" parent="."]
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margin_left = 24.2782
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margin_top = 16.5904
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margin_right = 64.2782
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margin_bottom = 56.5904
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hint_tooltip = "Option 1"
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toggle_mode = true
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texture_normal = ExtResource( 4 )
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texture_pressed = ExtResource( 6 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Spot1" type="Node2D" parent="."]
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position = Vector2( 31.7839, 10.5946 )
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[node name="Option2" type="TextureButton" parent="."]
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margin_left = 17.7514
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margin_top = -36.9294
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margin_right = 57.7514
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margin_bottom = 3.07064
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hint_tooltip = "Option 2"
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toggle_mode = true
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texture_normal = ExtResource( 2 )
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texture_pressed = ExtResource( 7 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Spot2" type="Node2D" parent="."]
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position = Vector2( -15.3622, 38.1406 )
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@ -30,11 +30,17 @@ func _on_ship_arrived():
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#
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if GameState.current_state != 5 and GameState.current_state != 8:
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return
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# Work around a duplicate event bug
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if GameState.current_state == 8 and self.direction == 1:
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return
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var index = get_node("Map/Level" + str(GameState.current_depth)).get_active_option_index()
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if index == null:
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var n = get_node("Map/Level" + str(GameState.current_depth))
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print(GameState.encounters[GameState.current_depth])
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print("Got index for level " + str(GameState.current_depth) + ": " + str(index))
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GameState.encounters[GameState.current_depth][index]['visited'] = true
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get_node("Map").draw_course()
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var e = GameState.encounters[GameState.current_depth]
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print(e[index])
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var instance = GameState.generate_encounter_instance(e, GameState.current_depth, index)
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instance.add_to_group("Encounters")
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self.add_child(instance)
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@ -22,7 +22,7 @@ func _ready():
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self.get_node("Planet").set_texture(ResourceLoader.load(GameState.get_difficulty_data("planet")))
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var encounterChoice = ResourceLoader.load("res://src/ui/EncounterChoice.tscn")
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for level in GameState.encounters.keys():
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print(level)
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#print(level)
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var name = "Level" + str(level)
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var choice = encounterChoice.instance()
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choice.set_name(name)
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@ -33,14 +33,15 @@ func _ready():
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var x = 0
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while x < len(GameState.encounters[level]):
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# Fixes the rotation of the individual buttons
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var n = choice.find_node("Option" + str(x))
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var n = choice.get_node("Option" + str(x))
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if not n:
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x += 1
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continue
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n.set_rotation(
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-(find_node("Level" + str(level) + "Location").get_global_rotation())
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)
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# Set icon and tooltip
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print("Checking for icons related to '" + GameState.encounters[level][x]["type"] + "'")
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#print("Checking for icons related to '" + GameState.encounters[level][x]["type"] + "'")
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var texture = ResourceLoader.load("res://assets/encounterIcon" + GameState.encounters[level][x]["type"] + ".png")
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var texture_pressed = ResourceLoader.load("res://assets/encounterIcon" + GameState.encounters[level][x]["type"] + "_pressed.png")
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if texture:
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@ -52,7 +53,7 @@ func _ready():
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if GameState.encounters[level][x]["selected"] or (x == 0 and started_ourselves):
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# The texture change is used since when disabled the normal_texture is shown regardless of press state.
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n.set_pressed(true)
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choice._on_option_button_pressed(true, "Option" + str(x))
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#choice._on_option_button_pressed(true, "Option" + str(x))
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#n.set_normal_texture(n.get_pressed_texture())
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if GameState.encounters[level][x]["visited"]:
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n.set_visible(false)
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@ -88,7 +89,7 @@ func _on_encounter_choice_changed():
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func draw_course():
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# A bit brutal
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for p in get_tree().get_nodes_in_group("Course"):
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print(p.get_name())
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#print(p.get_name())
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p.set_visible(false)
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p.call_deferred("free")
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@ -97,18 +98,21 @@ func draw_course():
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while x < (len(GameState.encounters) - 1):
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pairs.append([x, x+1])
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x += 1
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print(pairs)
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#print(pairs)
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for p in pairs:
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var first = get_node("Level" + str(p[0]))
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var second = get_node("Level" + str(p[1]))
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if not first or not second:
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print("One is null: " + str(p))
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#print("One is null: " + str(p))
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continue
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if not first.has_active() or not second.has_active():
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print("One has no active: " + str(p))
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continue
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if second.active_visited():
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print("Second has a visited active choice: " + str(p))
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#if not first.has_active() or not second.has_active():
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# print("One has no active: " + str(p))
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# continue
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#if second.active_visited():
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# print("Second has a visited active choice: " + str(p))
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# continue
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if not first.get_active_position() or not second.get_active_position():
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#print("One has no posiion: " + str(p))
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continue
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var l = Line2D.new()
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l.add_point(first.get_active_position())
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@ -42,7 +42,7 @@ rotation = 2.79253
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scale = Vector2( 1.05, 1.05 )
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[node name="Level5Location" type="Node2D" parent="."]
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position = Vector2( 506.488, 220.486 )
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position = Vector2( 462.041, 252.234 )
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[node name="Ship" type="Sprite" parent="."]
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position = Vector2( 1.5874, 3.96851 )
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