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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.red, 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
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