Merge branch 'stage/molecular' of ssh://git.djairo.dev:2222/djairoh/notSpore into stage/molecular
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@@ -1,11 +1,11 @@
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extends CharacterBody2D
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@export var speed = 200
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var screen_size
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var damage = 1
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func _ready():
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screen_size = get_viewport_rect().size
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func _ready() -> void:
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var screen_size = get_viewport_rect().size
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GameManager.init_screen_size(screen_size.x, screen_size.y)
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func _process(delta):
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velocity = Vector2.ZERO
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@@ -20,4 +20,5 @@ func _process(delta):
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move_and_collide(speed * velocity * delta)
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#position += speed * velocity * delta
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position = position.clamp(Vector2.ZERO, screen_size)
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position = GameManager.get_boundaried_position(position)
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File diff suppressed because one or more lines are too long
@@ -2,21 +2,39 @@ extends AbstractPrey2D
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@onready var sprite = get_node("AnimatedSprite2D")
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# Mirroed sprites for periodic boundary
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var mirrorSprite1: Node2D
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var mirrorSprite2: Node2D
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var mirrorSprite3: Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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$AnimatedSprite2D.animation = "Healthy"
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$AnimatedSprite2D.play()
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mirrorSprite1 = sprite.duplicate()
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mirrorSprite2 = sprite.duplicate()
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mirrorSprite3 = sprite.duplicate()
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add_child(mirrorSprite1)
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add_child(mirrorSprite2)
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add_child(mirrorSprite3)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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return
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# Boundary mirroring
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_handle_wrapping()
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func _physics_process(delta: float) -> void:
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self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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func move(destination: Vector3) -> void:
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move_and_collide(Vector2(destination.x, destination.y))
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func move(motion: Vector3) -> void:
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move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
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# Apply boundary to new position
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position = GameManager.get_boundaried_position(position)
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func die() -> void:
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sprite.play("Dying")
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@@ -38,3 +56,94 @@ func handle_collision_player(player):
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self.die()
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else:
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sprite.play("Injured")
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# FIXME: Doesn't work with injured sprite
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# Mirroring table:
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# |---|---|---|---|
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# | 4 | 3 | 4 | 3 |
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# |---|===|===|---|
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# | 1 ǁ 2 | 1 ǁ 2 |
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# |---ǁ---|---ǁ---|
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# | 4 ǁ 3 | 4 ǁ 3 |
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# |---|===|===|---|
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# | 1 | 2 | 1 | 2 |
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# |---|---|---|---|
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# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
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# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
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# any one dimension. Ideally, the difference between camera size and half the screen port is
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# at least the size of the prey sprite)
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func _handle_wrapping():
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mirrorSprite1.visible = false
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mirrorSprite2.visible = false
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mirrorSprite3.visible = false
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# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
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# Find corresponding section of the screen
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if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2:
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# 2
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Right
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#mirrorSprite1.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
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mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0)
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# Diag
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#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
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# Bottom
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#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
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elif position.x < GameManager.screen_size.x/2:
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# 3
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Top
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#mirrorSprite1.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y)
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# Diag
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#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
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# Right
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#mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
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mirrorSprite3.position = Vector2(GameManager.screen_size.x, 0)
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elif position.y < GameManager.screen_size.y/2:
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# 1
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Left
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#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
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mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
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# Bottom
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#mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
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# Diag
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#mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
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else:
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# 4
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Left
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#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
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mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
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# Diag
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#mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
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# Top
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#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)
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28
evolve-die-repeat/molecular/preyManager.gd
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evolve-die-repeat/molecular/preyManager.gd
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extends Node
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var preyScene = preload("res://molecular/nucleotide_prey.tscn")
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#var predatorScene = preload("res://Predator.tscn")
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var score
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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for i in range(0, 100, 10):
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spawn_creature(preyScene, Vector2(i, i))
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spawn_random()
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spawn_random()
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spawn_random()
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spawn_random()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func spawn_random() -> void:
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spawn_creature(preyScene, Vector2(randfn(100, 100), randfn(100, 100)))
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func spawn_creature(scene, position: Vector2) -> void:
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var instance = scene.instantiate()
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instance.position = position
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add_child(instance)
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Reference in New Issue
Block a user