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path: root/src/tools/score_manager/scripts/score_manager.gd
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extends Node

export(PackedScene) var SCORE_LABEL: PackedScene

var initial_stats: Stats = SaveData.get_stats()
var stats: Stats = Stats.new()
var mutation_stats: Array = [
	Stats.new(),
	Stats.new(),
	Stats.new()
]

var last_snake_pos: Vector2 = Vector2.ZERO
var snake_location_offset: Vector2 = Vector2(8.0, 8.0)


func _ready():
	Event.connect("game_over", self, "_on_game_over")
	Event.connect("food_eaten", self, "_on_food_eaten")
	Event.connect("snake_path_new_point", self, "_on_snake_path_new_point")


func _on_food_eaten(properties: Dictionary) -> void:
	var points: int = properties["points"]
	var location: Vector2 = properties["global_position"]
	var amount_to_grow: int = _process_points(points)
	_spawn_added_score_text(points, location)
	_spawn_added_segment_text(amount_to_grow)


func _process_points(points: int) -> int:
	var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points
	var amount_to_grow: int = 0
	var growth_progress: int
	stats.points += points
	if points >= score_to_grow:
		amount_to_grow += 1
		points -= score_to_grow
		# maybe be careful with this
		amount_to_grow += points / Global.POINTS_TO_GROW
		stats.segments += amount_to_grow
		Event.emit_signal("snake_add_new_segment", amount_to_grow)

	growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
	Event.emit_signal("snake_growth_progress", growth_progress)
	return amount_to_grow


func _spawn_added_score_text(points: int, location: Vector2) -> void:
	var label: ScoreLabel = SCORE_LABEL.instance()
	add_child(label)
	label.set_properties(points, Color.aquamarine, location)


func _spawn_added_segment_text(amount: int) -> void:
	if amount > 0:
		var label: ScoreLabel = SCORE_LABEL.instance()
		add_child(label)
		label.set_properties(amount, Color.green, last_snake_pos + snake_location_offset, ScoreLabel.Type.BODY_SEGMENT)


func _on_snake_path_new_point(coordinates: Vector2) -> void:
	last_snake_pos = coordinates


func _on_game_over() -> void:
	var max_stats: Stats = _get_max_stats()
	SaveData.save_data(max_stats)
	Event.emit_signal("display_stats", initial_stats, stats, mutation_stats)


func _get_max_stats() -> Stats:
	var old_stats_dict: Dictionary = initial_stats.get_stats()
	var new_stats_dict: Dictionary = stats.get_stats()
	var max_stats: Stats = Stats.new()
	var max_stats_dict: Dictionary = max_stats.get_stats()
	var bool_stats: Array = [
		"trait_dash",
		"trait_slow",
		"trait_jump"
	]

	for i in old_stats_dict:
		if bool_stats.has(i):
			max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i]
		else:
			max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i])
	max_stats.set_stats(max_stats_dict)
	return max_stats