Initial commit

This commit is contained in:
Фёдор Веселов 2024-09-08 00:45:50 +05:00
commit c266d22f58
85 changed files with 1649 additions and 0 deletions

18
scripts/Cursor.cs Normal file
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using Godot;
using System;
public partial class Cursor : Node
{
public static Cursor Instance { get; private set; }
public override void _Ready()
{
Instance = this;
SetDefaultCursorSet();
}
public void SetDefaultCursorSet()
{
Input.SetCustomMouseCursor(ResourceLoader.Load<Texture2D>("res://assets/sprites/atlases/cursor/default_arrow.png"));
Input.SetCustomMouseCursor(ResourceLoader.Load<Texture2D>("res://assets/sprites/atlases/cursor/default_point.png"),shape:Input.CursorShape.PointingHand);
}
}

12
scripts/LevelButton.cs Normal file
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using Godot;
using System;
//
// Button that contains level to load
//
public partial class LevelButton : Node
{
[Export] private Script _levelScript;
[Export] private PackedScene _levelTileset;
}

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using Godot;
using System;
//
// Class that gives access to level data, pools and etc.
//
public partial class LevelController : Node
{
public static LevelController Instance { get; private set; }
private bool _isLevelRunning = false;
public RuntimeLevelData LevelData { get; set; }
public PoolContainer Pools { get; set; }
public override void _EnterTree()
{
Instance = this;
}
public override void _ExitTree()
{
Instance = null;
}
public void StartLevel(PackedScene levelTileset, Script levelScript = null)
{
if (_isLevelRunning)
return;
GetTree().ChangeSceneToPacked(levelTileset);
if (levelScript != null)
GetTree().CurrentScene.SetScript(levelScript);
_isLevelRunning = true;
}
public void EndLevel()
{
if (_isLevelRunning == false)
return;
LevelData = null;
Pools = null;
_isLevelRunning = false;
}
}

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using Godot;
using System;
//
// Projectile that travels from left to right
//
public partial class LinearProjectile : Area2D, IProjectile
{
[Export(hintString: "suffix:tile/sec")]
private float _speed;
[Export]
private int _damage;
private int _line;
public int Line { get => _line; set { _line = value; } }
public override void _PhysicsProcess(double delta)
{
Translate(Vector2.Right * _speed * (float)delta * Utility.TileWidth);
}
public void OnAreaEntered(Area2D area)
{
var entity = area.GetParent<IEntity>();
if (entity != null && entity.Line == _line)
{
entity.TakeDamage(_damage);
QueueFree();
}
}
}

14
scripts/Utility.cs Normal file
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using Godot;
using System;
//
// Class for general-used constants and utility tools
//
public partial class Utility
{
public const int TileWidth = 50;
public const int TileHeight = 60;
public static readonly Vector2I LeftFieldBoundary = new Vector2I(305,76);
public static readonly Vector2I RightFieldBoundary = new Vector2I(755,376);
}

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//
// Base interface for entities
//
public interface IEntity
{
public int Hp { get; }
public int MaxHp { get; }
public int Line { get; }
public void TakeDamage(int amount);
public void Heal(int amount);
}

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//
// Base interface for entities
//
public interface IProjectile
{
public int Line { get; set; }
}

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using Godot;
using System;
public partial class SunCounter : Label
{
public override void _Process(double delta)
{
Text = LevelController.Instance.LevelData.SunCount.ToString();
}
}

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using Godot;
using System;
//
// PoolContainer contains nodes that contain different elemnts that generate during runtime
// Is not pool in traditional sense, but named like that to prevent repetition
//
public partial class PoolContainer : Node
{
[Export]
public Node Zombies { get; private set; }
[Export]
public Node Plants { get; private set; }
[Export]
public Node Projectiles { get; private set; }
[Export]
public Node Structures { get; private set; }
public override void _Ready()
{
LevelController.Instance.Pools = this;
}
}

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using Godot;
//using Godot.Collections;
using System;
public partial class RuntimeLevelData : Node
{
public int SunCount { get; private set; } = 0;
public override void _Ready()
{
LevelController.Instance.LevelData = this;
}
public void AddSun(int amount)
{
SunCount += amount;
}
public bool TrySpendSun(int amount)
{
if (SunCount - amount < 0) return false;
SunCount -= amount;
return true;
}
//private Array<PlantResource> _selectedPlants;
//private bool _selected;
//public Array<PlantResource> GetSelectedPlants();
//public bool TrySelectPlants(Array<PlantResource>);
//public void ResetSelection();
}

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using Godot;
using System.Collections.Generic;
public partial class Eyesight : Area2D
{
private bool _enemyDetected;
public bool EnemyDetected => _enemyDetected;
private List<IEntity> _detectedEntities = new List<IEntity>();
private RuntimePlantData _plantData;
public override void _Ready()
{
_plantData = GetParent<RuntimePlantData>();
}
public void OnAreaEntered(Area2D area)
{
var entity = area.GetParent<IEntity>();
if (entity != null)
{
if (_plantData.Line == entity.Line)
{
_detectedEntities.Add(entity);
}
}
_enemyDetected = _detectedEntities.Count > 0;
}
public void OnAreaExited(Area2D area)
{
var entity = area.GetParent<IEntity>();
if (entity != null)
{
if (_detectedEntities.Contains(entity))
{
_detectedEntities.Remove(entity);
}
}
_enemyDetected = _detectedEntities.Count > 0;
}
}

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using Godot;
using System;
public partial class PlantEyesightLimiter : CollisionShape2D
{
public override void _Ready()
{
if (Shape is SegmentShape2D segment)
{
segment.B = new Vector2(Utility.RightFieldBoundary.X-GlobalPosition.X, 0);
}
}
}

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using Godot;
using System;
//
// Data that plant stores during runtime
//
public partial class RuntimePlantData : Node2D, IEntity
{
[Export]
private int _maxHP;
private int _hp;
[Export]
private int _line;
public int Hp => _hp;
public int MaxHp => _maxHP;
public int Line => _line;
public override void _Ready()
{
_hp = _maxHP;
}
public void Heal(int amount)
{
_hp += amount;
if (MaxHp > 0)
{
_hp = MaxHp;
}
}
public void TakeDamage(int amount)
{
_hp -= amount;
if (_hp <= 0)
{
QueueFree();
}
}
}

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using Godot;
// Shoot component of some plants
public partial class Shooter : Node2D
{
[Export] private PackedScene _projectile;
[Export] private Timer _timer;
private RuntimePlantData _plantData;
public override void _Ready()
{
_plantData = GetParent<RuntimePlantData>();
}
public void Shoot()
{
if (_timer.TimeLeft > 0) return;
_timer.Start();
var instance = _projectile.Instantiate<Node2D>();
LevelController.Instance.Pools.Projectiles.AddChild(instance);
instance.GlobalTransform = GlobalTransform;
if (instance is IProjectile projectile)
{
projectile.Line = _plantData.Line;
}
}
}

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using Godot;
using System;
public partial class PeashooterBehaviour : Node
{
[Export] private AnimationTree _animationTree;
[Export] private Timer _shootTimer;
[Export] private Eyesight _sight;
public override void _Process(double delta)
{
bool readyToShoot = _sight.EnemyDetected && _shootTimer.TimeLeft <= 0;
_animationTree.Set("parameters/conditions/ready", readyToShoot);
}
}

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using Godot;
using System;
public partial class RuntimeZombieData : Node2D, IEntity
{
private int _hp;
[Export]
private int _maxHP;
[Export]
private int _line;
public int Hp => _hp;
public int MaxHp => _maxHP;
public int Line => _line;
public override void _Ready()
{
_hp = _maxHP;
}
public void Heal(int amount)
{
_hp += amount;
if (MaxHp > 0)
{
_hp = MaxHp;
}
}
public void TakeDamage(int amount)
{
_hp -= amount;
if (_hp <= 0)
{
QueueFree();
}
}
}

13
scripts/debug/Cheats.cs Normal file
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using Godot;
using System;
public partial class Cheats : Node
{
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed("cheat_add_sun"))
{
LevelController.Instance.LevelData.AddSun(50);
}
}
}

18
scripts/debug/Clock.cs Normal file
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using Godot;
using System;
//
// Debug tool to check time since clock loaded
//
public partial class Clock : Label
{
private ulong _time = 0;
public override void _Process(double delta)
{
_time += (ulong)(delta*1000);
ulong seconds = _time / 1000 % 60;
ulong minutes = seconds / 60 % 60;
Text = minutes.ToString()+":"+seconds.ToString();
}
}

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using Godot;
using System;
[GlobalClass]
public partial class PlantResource : Resource
{
[Export]
public int Cost;
[Export]
public PackedScene Scene;
[Export]
public float ReloadTime;
[Export]
public float StartReloadTime;
[Export]
public Texture Preview;
}