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6 changed files with 145 additions and 18 deletions

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@ -0,0 +1,23 @@
extends Node
var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
var viewport_size
func _ready() -> void:
viewport_size = get_viewport().get_visible_rect().size
# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
# Alternative would be to pass the player reference to this script (which might be better?)
func init_screen_size(x:float, y:float) -> void:
screen_size.x = x
screen_size.y = y
# This can take a vector of any size (but should be 2d, other components are unused)
func get_boundaried_position(position):
## clamp
#return position.clamp(Vector2.ZERO, screen_size)
## periodic
position.x = wrapf(position.x, 0, screen_size.x)
position.y = wrapf(position.y, 0, screen_size.y)
return position

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@ -0,0 +1 @@
uid://vsbibc5fanou

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@ -1,11 +1,11 @@
extends CharacterBody2D extends CharacterBody2D
@export var speed = 200 @export var speed = 200
var screen_size
var damage = 1 var damage = 1
func _ready(): func _ready() -> void:
screen_size = get_viewport_rect().size var screen_size = get_viewport_rect().size
GameManager.init_screen_size(screen_size.x, screen_size.y)
func _process(delta): func _process(delta):
velocity = Vector2.ZERO velocity = Vector2.ZERO
@ -20,15 +20,5 @@ func _process(delta):
move_and_collide(speed * velocity * delta) move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta #position += speed * velocity * delta
position = get_boundaried_position(position) position = GameManager.get_boundaried_position(position)
# periodic boundary
func get_boundaried_position(position):
## clamp
#return position.clamp(Vector2.ZERO, screen_size)
## periodic
position.x = wrapf(position.x, 0, screen_size.x)
position.y = wrapf(position.y, 0, screen_size.y)
return position

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@ -2,22 +2,39 @@ extends AbstractPrey2D
@onready var sprite = get_node("AnimatedSprite2D") @onready var sprite = get_node("AnimatedSprite2D")
# Mirroed sprites for periodic boundary
var mirrorSprite1: Node2D
var mirrorSprite2: Node2D
var mirrorSprite3: Node2D
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
$AnimatedSprite2D.animation = "Healthy" $AnimatedSprite2D.animation = "Healthy"
$AnimatedSprite2D.play() $AnimatedSprite2D.play()
pass # Replace with function body.
mirrorSprite1 = sprite.duplicate()
mirrorSprite2 = sprite.duplicate()
mirrorSprite3 = sprite.duplicate()
add_child(mirrorSprite1)
add_child(mirrorSprite2)
add_child(mirrorSprite3)
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
return # Boundary mirroring
_handle_wrapping()
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0)) self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
func move(destination: Vector3) -> void: func move(motion: Vector3) -> void:
move_and_collide(Vector2(destination.x, destination.y)) move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
func die() -> void: func die() -> void:
sprite.play("Dying") sprite.play("Dying")
@ -39,3 +56,94 @@ func handle_collision_player(player):
self.die() self.die()
else: else:
sprite.play("Injured") sprite.play("Injured")
# FIXME: Doesn't work with injured sprite
# Mirroring table:
# |---|---|---|---|
# | 4 | 3 | 4 | 3 |
# |---|===|===|---|
# | 1 ǁ 2 | 1 ǁ 2 |
# |---ǁ---|---ǁ---|
# | 4 ǁ 3 | 4 ǁ 3 |
# |---|===|===|---|
# | 1 | 2 | 1 | 2 |
# |---|---|---|---|
# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
# any one dimension. Ideally, the difference between camera size and half the screen port is
# at least the size of the prey sprite)
func _handle_wrapping():
mirrorSprite1.visible = false
mirrorSprite2.visible = false
mirrorSprite3.visible = false
# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
# Find corresponding section of the screen
if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2:
# 2
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Right
#mirrorSprite1.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
# Bottom
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
elif position.x < GameManager.screen_size.x/2:
# 3
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Top
#mirrorSprite1.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
# Right
#mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
mirrorSprite3.position = Vector2(GameManager.screen_size.x, 0)
elif position.y < GameManager.screen_size.y/2:
# 1
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
# Bottom
#mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
# Diag
#mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
else:
# 4
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
# Top
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)

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@ -25,3 +25,4 @@ func spawn_creature(scene, position: Vector2) -> void:
var instance = scene.instantiate() var instance = scene.instantiate()
instance.position = position instance.position = position
add_child(instance) add_child(instance)

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@ -15,6 +15,10 @@ run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.5", "Forward Plus") config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
GameManager="*res://game_manager.gd"
[global_group] [global_group]
player="All scenes that constitute players should be added here." player="All scenes that constitute players should be added here."