Badges when you don't use cards

This commit is contained in:
blinry 2021-01-21 15:08:59 +01:00
parent e87e29a3ed
commit aed852122b
10 changed files with 278 additions and 12 deletions

134
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Width:  |  Height:  |  Size: 4 KiB

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/cli-badge.svg-d681319a61408aabc3551843085f21db.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://images/cli-badge.svg"
dest_files=[ "res://.import/cli-badge.svg-d681319a61408aabc3551843085f21db.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
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flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -136,6 +136,7 @@ func try_play(full_command):
var terminal = $"../../../..".terminal
terminal.send_command(full_command)
#yield(terminal, "command_done")
game.used_cards = true
$PlaySound.play()
var particles = preload("res://scenes/card_particles.tscn").instance()
particles.position = position

21
scenes/cli_badge.gd Normal file
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@ -0,0 +1,21 @@
extends TextureRect
export var active = true setget _set_active
export var sparkling = true setget _set_sparkling
func _ready():
_set_sparkling(sparkling)
func _set_active(new_active):
active = new_active
if active:
self.modulate = Color(1, 1, 1)
else:
self.modulate = Color(0.2, 0.2, 0.2)
sparkling = false
func _set_sparkling(new_sparkling):
sparkling = new_sparkling
if $Particles2D:
$Particles2D.emitting = sparkling

45
scenes/cli_badge.tscn Normal file
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@ -0,0 +1,45 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://images/cli-badge.svg" type="Texture" id=1]
[ext_resource path="res://scenes/cli_badge.gd" type="Script" id=2]
[sub_resource type="Curve" id=2]
_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=3]
curve = SubResource( 2 )
[sub_resource type="ParticlesMaterial" id=1]
emission_shape = 2
emission_box_extents = Vector3( 20, 20, 1 )
flag_disable_z = true
spread = 180.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 75.0
initial_velocity_random = 0.47
orbit_velocity = 0.0
orbit_velocity_random = 0.0
scale = 7.25
scale_curve = SubResource( 3 )
color = Color( 0.913725, 0.913725, 0.447059, 1 )
[node name="CLIBadge" type="TextureRect"]
anchor_right = 1.0
anchor_bottom = 1.0
rect_min_size = Vector2( 45, 0 )
size_flags_stretch_ratio = 0.0
texture = ExtResource( 1 )
expand = true
stretch_mode = 6
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Particles2D" type="Particles2D" parent="."]
show_behind_parent = true
position = Vector2( 21.7701, 14.5133 )
z_index = 1
amount = 3
randomness = 0.34
process_material = SubResource( 1 )

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@ -6,6 +6,7 @@ var fake_editor
var dragged_object
var energy = 2
var used_cards = false
var current_chapter = 0
var current_level = 0
@ -28,7 +29,7 @@ func copy_script_to_game_env(name):
global_shell.run("chmod u+x '%s'" % (tmp_prefix + name))
func _initial_state():
return {"history": [], "solved_levels": [], "received_hints": []}
return {"history": [], "solved_levels": [], "received_hints": [], "cli_badge": []}
func save_state():
var savegame = File.new()

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@ -32,16 +32,28 @@ func reload():
level_list.add_child(l)
for level in chapter.levels:
var hb = HBoxContainer.new()
var b = Button.new()
b.text = level.title
b.align = HALIGN_LEFT
b.size_flags_horizontal = SIZE_EXPAND_FILL
b.connect("pressed", self, "load", [chapter_id, level_id])
var slug = chapter.slug + "/" + level.slug
if slug in game.state["solved_levels"]:
b.set("custom_colors/font_color", Color(0.1, 0.8, 0.1, 1))
b.set("custom_colors/font_color_hover", Color(0.1, 0.8, 0.1, 1))
b.set("custom_colors/font_color_pressed", Color(0.1, 0.8, 0.1, 1))
level_list.add_child(b)
hb.add_child(b)
#
var badge = preload("res://scenes/cli_badge.tscn").instance()
hb.add_child(badge)
badge.active = slug in game.state["cli_badge"]
badge.sparkling = false
level_list.add_child(hb)
level_id += 1
chapter_id += 1

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@ -52,5 +52,9 @@ text = "Reload"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TextureRect" type="TextureRect" parent="Button2"]
margin_right = 40.0
margin_bottom = 40.0
[connection signal="pressed" from="Button" to="." method="back"]
[connection signal="pressed" from="Button2" to="." method="reload"]

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@ -50,7 +50,8 @@ func _process(delta):
var length = _hint_client_connection.get_u32()
var message = _hint_client_connection.get_string(length)
game.notify(message)
if game.used_cards:
$Menu/CLIBadge.active = false
func load_chapter(id):
game.current_chapter = id
@ -61,6 +62,9 @@ func load_level(level_id):
level_congrats.hide()
level_description.show()
game.current_level = level_id
game.used_cards = false
$Menu/CLIBadge.active = true
$Menu/CLIBadge.sparkling = false
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
@ -169,12 +173,14 @@ func show_win_status(win_states):
level_description.hide()
level_congrats.show()
$SuccessSound.play()
if not game.state.has("solved_levels"):
game.state["solved_levels"] = []
var slug = levels.chapters[game.current_chapter].slug + "/" + level.slug
if not slug in game.state["solved_levels"]:
game.state["solved_levels"].push_back(slug)
game.save_state()
if not game.used_cards and not slug in game.state["cli_badge"]:
game.state["cli_badge"].push_back(slug)
game.save_state()
$Menu/CLIBadge.sparkling = true
#func repopulate_levels():
# levels.reload()

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@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://scenes/terminal.tscn" type="PackedScene" id=1]
[ext_resource path="res://scenes/main.gd" type="Script" id=2]
@ -9,11 +9,12 @@
[ext_resource path="res://fonts/big.tres" type="DynamicFont" id=7]
[ext_resource path="res://sounds/success.wav" type="AudioStream" id=8]
[ext_resource path="res://scenes/cursor.gd" type="Script" id=9]
[ext_resource path="res://scenes/cli_badge.tscn" type="PackedScene" id=10]
[sub_resource type="CircleShape2D" id=2]
[sub_resource type="CircleShape2D" id=1]
radius = 1.0
[sub_resource type="StyleBoxFlat" id=1]
[sub_resource type="StyleBoxFlat" id=2]
content_margin_left = 10.0
content_margin_right = 10.0
content_margin_top = 5.0
@ -189,7 +190,7 @@ collision_layer = 524288
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Cursor/Area2D"]
shape = SubResource( 2 )
shape = SubResource( 1 )
[node name="Menu" type="HBoxContainer" parent="."]
margin_left = 3.86392
@ -246,12 +247,19 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="NextLevelButton" type="Button" parent="Menu"]
[node name="CLIBadge" parent="Menu" instance=ExtResource( 10 )]
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 169.0
margin_right = 286.0
margin_right = 214.0
margin_bottom = 39.0
[node name="NextLevelButton" type="Button" parent="Menu"]
margin_left = 222.0
margin_right = 339.0
margin_bottom = 39.0
focus_mode = 0
custom_styles/hover = SubResource( 1 )
custom_styles/hover = SubResource( 2 )
custom_styles/normal = ExtResource( 4 )
enabled_focus_mode = 0
text = "Next level"