Turned Grid into an autoload node. Made Buildings persist after death.

This commit is contained in:
RealMelwei 2025-10-11 17:36:43 +02:00
parent a042bb1282
commit 786444e789
15 changed files with 95 additions and 82 deletions

View file

@ -4,18 +4,15 @@ class_name Building extends Node2D
@export var dimension : Vector2i = Vector2(2, 1) # same as above
@export var blocks_area = true
@onready var grid : Grid = get_parent()
var objects = []
var destroyed = false
# make sure location is set before adding a building to the scene tree
# also make sure that the buildings are instantiated as children of the grid
func _ready() -> void:
assert(grid != null)
position = grid.get_world_position(location)
position = Grid.get_world_position(location)
if blocks_area:
grid.buildings.append(self)
Grid.buildings.append(self)
await get_tree().create_timer(0.2).timeout
if get_node_or_null("EnemyList") != null:
@ -24,8 +21,8 @@ func _ready() -> void:
$EnemyList.reparent(get_tree().get_root().get_node("main"), false)
for enemy in enemies:
var oldpos = enemy.position;
enemy.position = grid.get_world_position(location, oldpos)
var oldpos = enemy.global_position;
enemy.global_position = Grid.get_world_position(location, oldpos)
if "location" in enemy: enemy.location = location + Vector2i(floor(oldpos.x/300), ceil(-oldpos.y/300))
if "offset" in enemy:
enemy.offset = Global.vec_mod(oldpos, 300)
@ -33,7 +30,7 @@ func _ready() -> void:
objects.append(enemy)
if "building" in enemy: enemy.building = self
if(enemy.has_method("init_at_horizontal_distortion")):
enemy.init_at_horizontal_distortion(enemy.position.length() / grid.ground_radius)
enemy.init_at_horizontal_distortion(enemy.position.length() / Grid.ground_radius)
func overlaps(other : Building):
# heights don't overlap
@ -41,16 +38,16 @@ func overlaps(other : Building):
if location.y + dimension.y <= other.location.y: return false # other is above
# angles overlap. We can now assume heights overlap
var relative_other_loc = (other.location.x - location.x + grid.num_collumns) % grid.num_collumns
var relative_other_loc = (other.location.x - location.x + Grid.num_collumns) % Grid.num_collumns
if dimension.x > relative_other_loc: return true
if relative_other_loc + other.dimension.x > grid.num_collumns: return true
if relative_other_loc + other.dimension.x > Grid.num_collumns: return true
# If we get here, angles do not overlap
return false
func destroy():
if not destroyed:
grid.buildings.remove_at(grid.buildings.find(self))
Grid.buildings.remove_at(Grid.buildings.find(self))
for object in objects:
if object != null and not ("collected" in object and object.collected):
object.queue_free()

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@ -1,7 +1,6 @@
class_name Petal extends Node2D
@onready var grid : Grid = get_tree().get_root().get_node("main/Earth/Grid")
@onready var location : Vector2 = grid.get_location_from_world_pos(global_position)
@onready var offset : Vector2 = grid.get_offset_from_world_pos(global_position)
@onready var location : Vector2 = Grid.get_location_from_world_pos(global_position)
@onready var offset : Vector2 = Grid.get_offset_from_world_pos(global_position)
@export var vine_resource : PackedScene
var vine : Vine
var activated = false
@ -16,7 +15,7 @@ var item : Item:
func _ready() -> void:
await get_tree().create_timer(1).timeout
vine = vine_resource.instantiate()
vine.petal_location = Global.vec_mod(location, grid.num_collumns)
vine.petal_location = Global.vec_mod(location, Grid.num_collumns)
vine.petal_offset = offset
get_parent().call_deferred("add_child",vine)
await get_tree().create_timer(1).timeout

View file

@ -210,3 +210,8 @@ func play_double_jump_animation() -> void:
node.position = Vector2(0, 5)
node.scale = .5 * Vector2.ONE
node.reparent(get_parent())
func update_vine_statuses():
var location = Grid.get_location_from_world_pos(global_position)
for vine : Vine in Grid.vines_per_node[location.x][location.y]:
Status.apply(vine.status_name, self, 0.1, vine.status_params)

View file

@ -15,6 +15,10 @@ run/main_scene="uid://dpkr8yoobtej6"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Grid="*res://world/grid.tscn"
[display]
window/size/viewport_width=1920

View file

@ -3,7 +3,8 @@ extends Node
func _on_button_start_pressed() -> void:
get_tree().change_scene_to_file("res://main.tscn")
Grid.reset()
get_tree().call_deferred("change_scene_to_file","res://main.tscn")
func _on_button_quit_pressed() -> void:

View file

@ -40,6 +40,7 @@ zoom = Vector2(0.12, 0.12)
script = ExtResource("2_d3a7t")
initial_buildings = 200
initial_spawn_protection = false
only_on_first_load = true
[node name="Timer" type="Timer" parent="Building Generator"]

View file

@ -3,4 +3,4 @@ extends Button
func _on_pressed() -> void:
get_tree().change_scene_to_file("res://ui/main_menu/main_menu.tscn")
get_tree().call_deferred("change_scene_to_file","res://ui/main_menu/main_menu.tscn")

View file

@ -12,13 +12,13 @@ func _on_opened():
func spread():
for dir in [Vector2.UP, Vector2.DOWN, Vector2.RIGHT, Vector2.LEFT]:
if not vine.vine_locations.has(Global.vec_mod(location + dir, grid.num_collumns)):
if not vine.vine_locations.has(Global.vec_mod(location + dir, Grid.num_collumns)):
grow_to_next_bud(dir)
func grow_to_next_bud(dir):
var target_offset = vine.random_offset()
var target = Global.vec_mod(location + dir, grid.num_collumns)
var pos1 = grid.get_world_position(location, offset)
var pos2 = grid.get_world_position(target, target_offset)
var target = Global.vec_mod(location + dir, Grid.num_collumns)
var pos1 = Grid.get_world_position(location, offset)
var pos2 = Grid.get_world_position(target, target_offset)
var num_seg = floor((pos1-pos2).length() / 96)
await vine.grow_vine_sequence(location, offset, target, target_offset, num_seg, depth, true, false)

View file

@ -3,10 +3,10 @@ class_name Vine extends Node2D
@export var petal_offset : Vector2
@export var vine_locations : Array[Vector2]
@export var bud_resource : PackedScene
@onready var grid : Grid
var img_path_inactive = "res://vines_petals/vine_inactive.png"
@export var img_path_active = "res://vines_petals/vine_active_green.png"
@export var status : Timer
@export var status_name : String
@export var status_params : Dictionary = {}
var active_depth = -1
var fully_active = false
var vine_data = []
@ -31,8 +31,8 @@ func draw_vine(pos1 : Vector2, pos2 : Vector2, depth : int):
func grow_vine_sequence(location1 : Vector2, offset1 : Vector2, location2: Vector2, offset2 : Vector2, num_segments: int, depth: int, grow_bud = false, quick_spawn = false):
depth = min(depth, max_depth)
var pos1 = grid.get_world_position(location1, offset1)
var pos2 = grid.get_world_position(location2, offset2)
var pos1 = Grid.get_world_position(location1, offset1)
var pos2 = Grid.get_world_position(location2, offset2)
var positions = []
positions.append(pos1)
@ -49,17 +49,17 @@ func grow_vine_sequence(location1 : Vector2, offset1 : Vector2, location2: Vecto
if not quick_spawn:
await get_tree().create_timer(0.2).timeout
if active_depth >= depth + num_segments:
if grow_bud and location2.y > 0 and location2.y <= grid.max_bud_height:
if grow_bud and location2.y > 0 and location2.y <= Grid.max_bud_height:
spawn_bud(location2, offset2, depth + num_segments)
else:
if location2.y > 0 and location2.y <= grid.max_bud_height:
if location2.y > 0 and location2.y <= Grid.max_bud_height:
for i in range(vine_end_data.size()):
if vine_end_data[i].location == location1:
vine_end_data.remove_at(i)
break
vine_end_data.append({"location": location2, "offset": offset2, "depth": depth+num_segments})
grid.vines_per_node[location2.x][location2.y].append(self)
vine_locations.append(Global.vec_mod(location2, grid.num_collumns))
Grid.vines_per_node[location2.x][location2.y].append(self)
vine_locations.append(Global.vec_mod(location2, Grid.num_collumns))
func generate_random_offsets(segment_count, max_second_derivative):
var differences = []
@ -105,8 +105,7 @@ func update_active_depth():
update_active_depth()
func init_random():
grid = get_tree().get_root().get_node("main/Earth/Grid")
grid.vines_per_node[petal_location.x][petal_location.y].append(self)
Grid.vines_per_node[petal_location.x][petal_location.y].append(self)
vine_locations.append(petal_location)
vine_end_data.append({"location": petal_location, "offset": petal_offset, "depth": 0})
for i in range(randi_range(2,2)):
@ -114,13 +113,13 @@ func init_random():
var branches_count = 0
for branch in range(ceil(randf() * 4)):
var dir = [Vector2.UP, Vector2.DOWN, Vector2.RIGHT, Vector2.LEFT].pick_random()
var target = Global.vec_mod(end.location + dir, grid.num_collumns)
if target.y <= grid.max_bud_height + 1 and grid.vines_per_node[target.x][target.y].is_empty():
if not (target.y <= 0 or target.y > grid.max_bud_height):
var target = Global.vec_mod(end.location + dir, Grid.num_collumns)
if target.y <= Grid.max_bud_height + 1 and Grid.vines_per_node[target.x][target.y].is_empty():
if not (target.y <= 0 or target.y > Grid.max_bud_height):
branches_count += 1
var target_offset = random_offset()
var pos1 = grid.get_world_position(end.location, end.offset)
var pos2 = grid.get_world_position(target, target_offset)
var pos1 = Grid.get_world_position(end.location, end.offset)
var pos2 = Grid.get_world_position(target, target_offset)
var num_seg = floor((pos1-pos2).length() / 96)
grow_vine_sequence(end.location, end.offset, target, target_offset, num_seg, end.depth, true, true)
if i==0 and branches_count == 1:

View file

@ -1,9 +1,8 @@
class_name VineNode extends Node2D
@export var vine : Vine
@onready var grid : Grid = get_tree().get_root().get_node("main/Earth/Grid")
@export var location : Vector2
@export var offset : Vector2
func _ready() -> void:
position = grid.get_world_position(location, offset)
position = Grid.get_world_position(location, offset)

View file

@ -1,9 +1,10 @@
class_name BuildingGenerator extends Node
@onready var grid : Grid = %Earth.get_grid()
@export var initial_buildings : int;
@export var initial_spawn_protection = true
@export var spawn_attempts = 5
@export var only_on_first_load = false
static var first_load = true
func random_oppostite_collumn() -> int:
var playerpos = %Player.position
@ -11,32 +12,34 @@ func random_oppostite_collumn() -> int:
var offset = randf_range(TAU/3, 2*TAU/3)
var spawn_angle = player_angle + offset
var collumn = int(spawn_angle / TAU * grid.num_collumns + grid.num_collumns) % grid.num_collumns
var collumn = int(spawn_angle / TAU * Grid.num_collumns + Grid.num_collumns) % Grid.num_collumns
return collumn
func random_collumn() -> int:
return randi_range(0, grid.num_collumns - 1)
return randi_range(0, Grid.num_collumns - 1)
func _ready():
for i in range(initial_buildings):
for j in range(spawn_attempts):
var collumn = random_collumn()
if initial_spawn_protection and 43 <= collumn and collumn <= 49:
continue
var building = randomize_building()
building.z_index = -2
if grid.add_building_to_collumn(building, collumn):
break
if not (only_on_first_load and not first_load):
first_load = false
for i in range(initial_buildings):
for j in range(spawn_attempts):
var collumn = random_collumn()
if initial_spawn_protection and 43 <= collumn and collumn <= 49:
continue
var building = randomize_building()
building.z_index = -2
if Grid.add_building_to_collumn(building, collumn):
break
func _on_timer_timeout() -> void:
for i in range(spawn_attempts):
var collumn = random_oppostite_collumn()
var building : Building = randomize_building()
building.z_index = -2
if grid.add_building_to_collumn(building, collumn):
if Grid.add_building_to_collumn(building, collumn):
break
func randomize_building() -> Building:
var index = randi() % grid.packed_buildings.size()
return grid.packed_buildings[index].instantiate()
var index = randi() % Grid.packed_buildings.size()
return Grid.packed_buildings[index].instantiate()

View file

@ -4,10 +4,7 @@ extends Node2D
func _ready() -> void:
ItemSpawn.item_pool = ResourceLoader.load("res://items/generic/item_pool.tres","",ResourceLoader.CACHE_MODE_IGNORE)
for column in range($Grid.num_collumns):
for column in range(Grid.num_collumns):
var grass_placed : Building = grass.instantiate()
grass_placed.location = Vector2(column, 0)
$Grid.add_child(grass_placed)
func get_grid() -> Grid:
return $Grid
Grid.add_child(grass_placed)

View file

@ -1,16 +1,8 @@
[gd_scene load_steps=15 format=3 uid="uid://jjoyj1ldafkf"]
[gd_scene load_steps=7 format=3 uid="uid://jjoyj1ldafkf"]
[ext_resource type="Script" uid="uid://vgxh2xdevat7" path="res://world/earth.gd" id="1_wxnww"]
[ext_resource type="PackedScene" uid="uid://xrbh432lrjge" path="res://world/grass.tscn" id="2_abvrx"]
[ext_resource type="Script" uid="uid://m3vyyfk8gnma" path="res://world/grid.gd" id="3_2bhor"]
[ext_resource type="Shader" path="res://world/earth.gdshader" id="3_640fc"]
[ext_resource type="PackedScene" uid="uid://djawvtdwp423v" path="res://buildings/room_temple.tscn" id="3_nihcy"]
[ext_resource type="PackedScene" uid="uid://cmofmd0vf3hx3" path="res://buildings/room_haunted_house.tscn" id="4_ml5no"]
[ext_resource type="PackedScene" uid="uid://dliwqqmrxldjh" path="res://buildings/room_bear_trap.tscn" id="4_r4pw8"]
[ext_resource type="PackedScene" uid="uid://6y637jp2tbma" path="res://buildings/room_pedastal.tscn" id="6_640fc"]
[ext_resource type="PackedScene" uid="uid://dt827qxyycg8n" path="res://buildings/room_pedastal_mean.tscn" id="7_abvrx"]
[ext_resource type="PackedScene" uid="uid://c7ddsyd8kcjji" path="res://buildings/room_wide_item_above.tscn" id="9_ej0af"]
[ext_resource type="PackedScene" uid="uid://oflm2yjjwhf" path="res://buildings/room_giant_leech.tscn" id="10_640fc"]
[sub_resource type="CircleShape2D" id="CircleShape2D_5i67w"]
radius = 3000.0
@ -36,12 +28,3 @@ z_index = 3
material = SubResource("ShaderMaterial_abvrx")
scale = Vector2(6000, 6000)
mesh = SubResource("QuadMesh_ej0af")
[node name="Grid" type="Node2D" parent="."]
unique_name_in_owner = true
script = ExtResource("3_2bhor")
ground_radius = 3000.0
cell_height = 300.0
num_collumns = 60
packed_buildings = Array[PackedScene]([ExtResource("4_r4pw8"), ExtResource("4_ml5no"), ExtResource("6_640fc"), ExtResource("7_abvrx"), ExtResource("3_nihcy"), ExtResource("9_ej0af"), ExtResource("10_640fc")])
metadata/_custom_type_script = "uid://m3vyyfk8gnma"

View file

@ -1,4 +1,4 @@
class_name Grid extends Node2D
extends Node2D
@export var ground_radius : float
@export var cell_height : float
@ -14,11 +14,7 @@ var max_bud_height = 8
var vines_per_node : Array = []
func _ready() -> void:
for i in range(num_collumns):
var arr = []
for j in range(max_bud_height + 2):
arr.append([])
vines_per_node.append(arr)
reset()
func _draw() -> void:
if !debug:
@ -69,6 +65,17 @@ func get_offset_from_world_pos(pos : Vector2):
var y = fposmod((height - ground_radius)/cell_height, 1) * cell_height
return Vector2(x, y)
func reset():
for obj in get_children():
obj.free()
buildings = []
vines_per_node = []
for i in range(num_collumns):
var arr = []
for j in range(max_bud_height + 2):
arr.append([])
vines_per_node.append(arr)
# for testing
#func _ready() -> void:
#

18
world/grid.tscn Normal file
View file

@ -0,0 +1,18 @@
[gd_scene load_steps=9 format=3 uid="uid://dqg5yjkbklfcf"]
[ext_resource type="Script" uid="uid://m3vyyfk8gnma" path="res://world/grid.gd" id="1_qw8xp"]
[ext_resource type="PackedScene" uid="uid://dliwqqmrxldjh" path="res://buildings/room_bear_trap.tscn" id="2_ryti2"]
[ext_resource type="PackedScene" uid="uid://cmofmd0vf3hx3" path="res://buildings/room_haunted_house.tscn" id="3_5v6ap"]
[ext_resource type="PackedScene" uid="uid://6y637jp2tbma" path="res://buildings/room_pedastal.tscn" id="4_fbocv"]
[ext_resource type="PackedScene" uid="uid://dt827qxyycg8n" path="res://buildings/room_pedastal_mean.tscn" id="5_lkrwq"]
[ext_resource type="PackedScene" uid="uid://djawvtdwp423v" path="res://buildings/room_temple.tscn" id="6_8w44a"]
[ext_resource type="PackedScene" uid="uid://c7ddsyd8kcjji" path="res://buildings/room_wide_item_above.tscn" id="7_ntdb8"]
[ext_resource type="PackedScene" uid="uid://oflm2yjjwhf" path="res://buildings/room_giant_leech.tscn" id="8_um4di"]
[node name="Grid" type="Node2D"]
script = ExtResource("1_qw8xp")
ground_radius = 3000.0
cell_height = 300.0
num_collumns = 60
packed_buildings = Array[PackedScene]([ExtResource("2_ryti2"), ExtResource("3_5v6ap"), ExtResource("4_fbocv"), ExtResource("5_lkrwq"), ExtResource("6_8w44a"), ExtResource("7_ntdb8"), ExtResource("8_um4di")])
metadata/_custom_type_script = "uid://m3vyyfk8gnma"