1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
|
class_name FoodManager
extends Node2D
export(PackedScene) var FOOD_BASIC: PackedScene
export(PackedScene) var FOOD_SPECIAL: PackedScene
export(NodePath) var WORLD_GENERATOR_NP: NodePath
onready var world_generator: Node2D = get_node(WORLD_GENERATOR_NP)
onready var possible_food_locations: Array = world_generator.get_valid_map_coords()
# needed to know what food is available to setup
var stats: Stats = SaveData.get_stats()
var current_basic_food: Array = []
var current_special_food: Array = []
var max_basic_food: int
var max_special_food: int
func _ready():
randomize()
max_basic_food = int(possible_food_locations.size() * Global.MAX_BASIC_FOOD)
max_special_food = int(possible_food_locations.size() * Global.MAX_SPECIAL_FOOD)
Event.connect("food_eaten", self, "_on_food_eaten")
func _process(delta) -> void:
if current_basic_food.size() < max_basic_food:
_place_new_basic_food()
if current_special_food.size() < max_special_food:
_place_new_special_food()
func _place_new_basic_food() -> void:
var food: FoodBasic = FOOD_BASIC.instance()
var type: int = _get_random_food_type(FoodBasic.Type)
Event.emit_signal("food_placing_new_food", false, type)
var pos_loc: Array = _get_random_pos()
var pos: Vector2 = pos_loc[0]
var loc: Vector2 = pos_loc[1]
# need to set the position first, else it will spawn on the middle and the moved
if type == FoodBasic.Type.RAT:
food.set_properties(pos, loc, false, type, Global.POINTS_TO_GROW / 2)
else:
food.set_properties(pos, loc, false, type)
add_child(food)
food.update_texture()
current_basic_food.append(loc)
Event.emit_signal("food_placed_new_food", food.properties)
func _place_new_special_food() -> void:
var food: FoodSpecial = FOOD_SPECIAL.instance()
var type: int = _get_random_food_type(FoodSpecial.Type)
Event.emit_signal("food_placing_new_food", true, type)
var pos_loc: Array = _get_random_pos()
var pos: Vector2 = pos_loc[0]
var loc: Vector2 = pos_loc[1]
# need to set the position first, else it will spawn on the middle and the moved
food.set_properties(pos, loc, true, type, Global.POINTS_TO_GROW, Global.POINTS_TO_GROW / Global.POINTS_TO_GROW)
add_child(food)
food.update_texture()
current_special_food.append(loc)
Event.emit_signal("food_placed_new_food", food.properties)
func _get_random_food_type(type) -> int:
return randi() % type.size()
func _get_random_pos() -> Array:
var found_valid_loc: bool = false
var index: int
var location: Vector2
while not found_valid_loc:
index = randi() % possible_food_locations.size()
location = possible_food_locations[index]
if current_basic_food.find(location) == -1 and current_special_food.find(location) == -1:
found_valid_loc = true
return [world_generator.get_centered_world_position(location), location]
func _on_food_eaten(properties: Dictionary) -> void:
var index: int
if properties["special"]:
index = current_special_food.find(properties["location"])
current_special_food.remove(index)
else:
index = current_basic_food.find(properties["location"])
current_basic_food.remove(index)
|