better in-game timer
as in, use `_process()` and add a number could you lag on purpose before finishing to cut time? probably not
This commit is contained in:
parent
4afec6386c
commit
df7736a9d1
10 changed files with 180 additions and 190 deletions
157
index.tscn
157
index.tscn
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@ -1,15 +1,20 @@
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[gd_scene load_steps=11 format=3 uid="uid://ccgnnif026wb4"]
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[ext_resource type="PackedScene" uid="uid://n40mg5tc3bnv" path="res://levels/demo_level.tscn" id="1_08svf"]
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[ext_resource type="PackedScene" uid="uid://dtfybhftwfn00" path="res://levels/demo.tscn" id="1_356j3"]
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[sub_resource type="GDScript" id="GDScript_8n212"]
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script/source = "extends Node
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var seconds_spent: float = 0.0
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var playing: bool = false
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var seconds_spent: float = 0.00
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var changing_level: bool = false
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var base = preload(\"res://levels/base/level.tscn\")
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var forest = preload(\"res://levels/forest/level.tscn\")
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var night = preload(\"res://levels/night/level.tscn\")
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var current_level_int: int = 0
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var levels = [
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preload(\"res://levels/base/level.tscn\"),
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preload(\"res://levels/forest/level.tscn\"),
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preload(\"res://levels/night/level.tscn\"),
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]
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func _ready() -> void:
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var os_name = OS.get_name()
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@ -24,77 +29,76 @@ func _ready() -> void:
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$StartMenu/VBoxContainer/MarginContainer2/Notice.text = \"dev \"
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$StartMenu/VBoxContainer/MarginContainer2/Notice.text += \"build \" + ProjectSettings.get_setting(\"application/config/version\") + \" (\" + os_name + \")\"
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## Get all the levels that are currently being played!
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## In theory, there should ever be only zero or one,
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## but it turns out it's more simple to handle things by using Arrays.
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func get_current_levels() -> Array[Level]:
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var children = $Levels.get_children(true)
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var current_levels: Array[Level] = []
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for child in children:
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if is_instance_of(child, Level):
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current_levels.push_back(child)
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return current_levels
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func start_level(level_scene: PackedScene) -> void:
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$VictoryScreen.hide()
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if level_scene and level_scene.can_instantiate():
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var level = level_scene.instantiate()
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$Levels.add_child(level)
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$Timer.paused = false
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AudioServer.set_bus_volume_db(0, 0)
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PhysicsServer3D.area_set_param(
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get_viewport().find_world_3d().space,
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PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR,
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Vector3.DOWN
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)
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changing_level = false
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else:
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$VictoryScreen.show()
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await get_tree().create_timer(2).timeout
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$StartMenu/AnimationPlayer.play_backwards(\"fadeout\")
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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await get_tree().create_timer(1).timeout
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$StartMenu.modulate = Color(1,1,1,1)
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var level = level_scene.instantiate()
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$Levels.add_child(level)
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playing = true
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PhysicsServer3D.area_set_param(
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get_viewport().find_world_3d().space,
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PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR,
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Vector3.DOWN
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)
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changing_level = false
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func stop_level() -> void:
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PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 1)
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$Timer.paused = true
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playing = false
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changing_level = true
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var next_level: PackedScene
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var current_levels = $Levels.get_children(true)
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if len(current_levels):
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var current_level: Level = current_levels[0]
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current_level.music.fadeOut(2)
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var current_levels = get_current_levels()
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for level in current_levels:
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level.music.fadeOut(2)
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await get_tree().create_timer(2).timeout
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if current_level.get_meta(\"name\") == \"Base\":
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next_level = forest
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elif current_level.get_meta(\"name\") == \"Forest\":
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next_level = night
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for level in current_levels:
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level.queue_free()
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level.queue_free()
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start_level(next_level)
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if len(levels) > current_level_int + 1:
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current_level_int += 1
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start_level(levels[current_level_int])
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else:
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win_game()
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func win_game() -> void:
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$VictoryScreen.show()
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await get_tree().create_timer(2).timeout
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$StartMenu/AnimationPlayer.play_backwards(\"fadeout\")
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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await get_tree().create_timer(1).timeout
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$StartMenu.modulate = Color(1,1,1,1)
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func restart_level() -> void:
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if changing_level == false:
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var current_levels = $Levels.get_children(true)
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var current_levels = get_current_levels()
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if len(current_levels):
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pause_game()
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changing_level = true
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var current_level = current_levels[0]
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var next_level: PackedScene = base
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if current_level.get_meta(\"name\") == \"Forest\":
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next_level = forest
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elif current_level.get_meta(\"name\") == \"Night\":
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next_level = night
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for level in current_levels:
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level.queue_free()
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start_level(next_level)
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start_level(levels[current_level_int])
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func pause_game() -> void:
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if $Levels.process_mode == PROCESS_MODE_INHERIT:
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$Levels.process_mode = Node.PROCESS_MODE_DISABLED
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$Timer.paused = true
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playing = false
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$PauseMenu.show()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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$Levels.process_mode = Node.PROCESS_MODE_INHERIT
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$Timer.paused = false
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playing = true
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$PauseMenu.hide()
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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@ -105,21 +109,18 @@ func fullscreen_game() -> void:
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else:
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DisplayServer.window_set_mode(DisplayServer.WindowMode.WINDOW_MODE_WINDOWED)
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func _on_btn_fullscreen_pressed() -> void:
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fullscreen_game()
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func _on_btn_start_pressed() -> void:
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seconds_spent = 0.0
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var current_levels = $Levels.get_children(true)
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current_level_int = 0
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var current_levels = get_current_levels()
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for level in current_levels:
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level.queue_free()
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$Informations.show()
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$StartMenu/AnimationPlayer.play(\"fadeout\")
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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start_level(base)
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$Timer.start(0)
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start_level(levels[0])
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func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
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if $StartMenu.modulate == Color(1,1,1,1):
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@ -127,20 +128,19 @@ func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
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else:
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$StartMenu.hide()
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func _on_timer_timeout() -> void:
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seconds_spent = snapped(seconds_spent + 0.10, 0.01)
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var minutes = floor(seconds_spent / 60)
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$Informations/MarginContainer/Timer.text = (\"%0*d\" % [2, minutes]) + \":\" + (\"%0*.1f\" % [4, seconds_spent - (minutes * 60)])
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func update_timer(delta: float) -> void:
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if playing:
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seconds_spent += delta
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var minutes = floor(seconds_spent / 60)
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$Informations/MarginContainer/Timer.text = (\"%0*d\" % [2, minutes]) + \":\" + (\"%0*.2f\" % [5, seconds_spent - (minutes * 60)])
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func _process(_delta: float) -> void:
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var current_levels = $Levels.get_children(true)
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func _process(delta: float) -> void:
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update_timer(delta)
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var current_levels = get_current_levels()
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if len(current_levels):
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var current_level = current_levels[0]
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if is_instance_valid(current_level):
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if \"velocity\" in current_level:
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$Informations/MarginContainer/VBoxContainer/Speed.text = str(int(floor(current_level.velocity))) + \" km/h\"
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if \"rings_count\" in current_level and \"finished_rings_count\" in current_level:
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$Informations/MarginContainer/VBoxContainer/Rings.text = str(current_level.finished_rings_count) + \"/\" + str(current_level.rings_count)
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$Informations/MarginContainer/VBoxContainer/Speed.text = str(int(floor(current_level.velocity))) + \" km/h\"
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$Informations/MarginContainer/VBoxContainer/Rings.text = str(current_level.finished_rings_count) + \"/\" + str(len(current_level.rings))
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func _unhandled_key_input(event: InputEvent) -> void:
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if event.is_pressed() and event is InputEventKey:
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@ -151,15 +151,6 @@ func _unhandled_key_input(event: InputEvent) -> void:
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pause_game()
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restart_level()
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func _on_btn_resume_pressed() -> void:
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pause_game()
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func _on_btn_fullscreen_2_pressed() -> void:
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fullscreen_game()
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func _on_btn_restart_pressed() -> void:
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restart_level()
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func _on_btn_quit_pressed() -> void:
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get_tree().quit()
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"
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@ -301,10 +292,7 @@ vertical_alignment = 1
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[node name="Levels" type="Node" parent="."]
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[node name="Demo" parent="Levels" instance=ExtResource("1_08svf")]
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.1
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[node name="Demo" parent="Levels" instance=ExtResource("1_356j3")]
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[node name="StartMenu" type="Control" parent="."]
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layout_mode = 3
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@ -483,11 +471,10 @@ layout_mode = 2
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size_flags_vertical = 6
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text = "QUIT game"
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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[connection signal="pressed" from="StartMenu/VBoxContainer/MarginContainer/HBoxContainer/Buttons/HBoxContainer/Btn_Fullscreen" to="." method="_on_btn_fullscreen_pressed"]
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[connection signal="pressed" from="StartMenu/VBoxContainer/MarginContainer/HBoxContainer/Buttons/HBoxContainer/Btn_Fullscreen" to="." method="fullscreen_game"]
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[connection signal="pressed" from="StartMenu/VBoxContainer/MarginContainer/HBoxContainer/Buttons/HBoxContainer/Btn_Start" to="." method="_on_btn_start_pressed"]
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[connection signal="animation_finished" from="StartMenu/AnimationPlayer" to="." method="_on_animation_player_animation_finished"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Resume" to="." method="_on_btn_resume_pressed"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Fullscreen2" to="." method="_on_btn_fullscreen_2_pressed"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Restart" to="." method="_on_btn_restart_pressed"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Resume" to="." method="pause_game"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Fullscreen2" to="." method="fullscreen_game"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Restart" to="." method="restart_level"]
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[connection signal="pressed" from="PauseMenu/VBoxContainer/Btn_Quit" to="." method="_on_btn_quit_pressed"]
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