game loop improvement
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This commit is contained in:
2026-01-31 18:16:10 +01:00
parent f39dc0df86
commit 45bf0f5e45
19 changed files with 321 additions and 53 deletions

View File

@@ -39,6 +39,11 @@ enum Levels {
var current_game_state = GameState.READY
var current_level = Levels.LVL1
var first_guest = true
var current_guest: MaskedChara
var selected_seat: Seat
@onready var camera_2d: Camera2D = $"../Camera2D"
func create_new_roster() -> void:
print("Create new roster")
@@ -61,30 +66,12 @@ func create_new_roster() -> void:
# Associate a single mask (for now) to the character
var mask: MaskResource = mask_roster.pick_random()
var all_masks: Array[MaskResource] = [mask]
var masked_chara = MaskedChara.new(chara, all_masks)
var face_mask = mask if mask.region == MaskResource.Region.EYES else null
var mouth_mask = mask if mask.region == MaskResource.Region.MOUTH else null
var masked_chara = MaskedChara.new(chara, face_mask, mouth_mask)
current_chara_roster.append(masked_chara)
print("Added %s to roster" % chara.name)
func on_ready_bell_pressed() -> void:
if(current_game_state != GameState.READY):
return
print("ready bell pressed")
if current_level == Levels.LVL1:
print("prepare_level_one")
current_chara_roster = [lvl1_guest_1, lvl1_guest_2]
elif current_level == Levels.LVL2:
print("prepare_level_two")
current_chara_roster = [lvl2_guest_1, lvl2_guest_2]
else:
create_new_roster()
current_game_state = GameState.GUEST_REVIEW
first_guest = true
review_next_guest()
func review_next_guest():
# See previous guest out
@@ -94,22 +81,17 @@ func review_next_guest():
await timer.timeout
# Check if we have more guests, if not we go to the ending
print(current_chara_roster)
var guest: MaskedChara = current_chara_roster.pop_front()
if guest == null:
current_guest = current_chara_roster.pop_front()
if current_guest == null:
current_game_state = GameState.FINISHED
compute_ending()
return
# Process next guest
print("Guest is %s" % guest.character.name)
character.chara_resource = guest.character
var eyes_mask_index = guest.masks.find_custom(func(mask: MaskResource): return mask.region == MaskResource.Region.EYES)
var mouth_mask_index = guest.masks.find_custom(func(mask: MaskResource): return mask.region == MaskResource.Region.MOUTH)
if eyes_mask_index != -1:
character.mask_eyes.mask_resource = guest.masks[eyes_mask_index]
if mouth_mask_index != -1:
character.mask_mouth.mask_resource = guest.masks[mouth_mask_index]
print("Guest is %s" % current_guest.character.name)
character.chara_resource = current_guest.character
character.mask_eyes.mask_resource = current_guest.face_mask
character.mask_mouth.mask_resource = current_guest.mouth_mask
first_guest = false
character.come_in()
@@ -133,3 +115,38 @@ func _on_ready_bell_input_event(viewport: Node, event: InputEvent, shape_idx: in
on_ready_bell_pressed()
else: # debug
review_next_guest()
func on_ready_bell_pressed() -> void:
if(current_game_state != GameState.READY):
return
print("ready bell pressed")
if current_level == Levels.LVL1:
print("prepare_level_one")
current_chara_roster = [lvl1_guest_1, lvl1_guest_2]
elif current_level == Levels.LVL2:
print("prepare_level_two")
current_chara_roster = [lvl2_guest_1, lvl2_guest_2]
else:
create_new_roster()
current_game_state = GameState.GUEST_REVIEW
first_guest = true
review_next_guest()
func on_seat_clicked(seat: Seat) -> void:
if current_guest == null and not current_game_state == GameState.GUEST_REVIEW:
return
selected_seat = seat
var camera_tween = get_tree().create_tween()
camera_tween.set_ease(Tween.EASE_IN_OUT)
camera_tween.set_trans(Tween.TRANS_CUBIC)
camera_tween.tween_property(camera_2d, "position", Vector2.ZERO, 1.0)
camera_tween.tween_callback(camera_tween_cb)
func camera_tween_cb() -> void:
selected_seat.set_guest(current_guest)
review_next_guest()

View File

@@ -2,12 +2,17 @@ extends Resource
class_name MaskedChara
@export var character: CharacterResource
@export var masks: Array[MaskResource]
@export var face_mask: MaskResource
@export var mouth_mask: MaskResource
# Make sure that every parameter has a default value.
# Otherwise, there will be problems with creating and editing
# your resource via the inspector.
func _init(p_character: CharacterResource = CharacterResource.new(), p_mask: Array[MaskResource] = []):
func _init(
p_character: CharacterResource = CharacterResource.new(),
p_mask_face: MaskResource = MaskResource.new(),
p_mask_mouth: MaskResource = MaskResource.new()):
character = p_character
masks = p_mask
face_mask = p_mask_face
mouth_mask = p_mask_mouth