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commander.gd
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extends Node2D
var meteor_scene: PackedScene = preload("res://commander_meteor.tscn")
var missile_scene: PackedScene = preload("res://missile.tscn")
var m_areas = []
var cities = []
var alive_cities = []
var meteors = []
var missiles = []
var playing = false
var current_level = 0
var missile_speed = 1500
var meteor_speed = 500
var remaining_meteors = 0
var word_size = 0
var cadence = 0
var next_meteor_in = 0
var score = 0
var writing_to = null
var city_score = 100
var meteor_score = 50
var level_meteors = 0
var destroyed_meteors = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
m_areas = [$MissileArea1, $MissileArea2, $MissileArea3]
cities = [$City1, $City2, $City3, $City4, $City5]
$LevelSelection.init(exit_to_menu, start)
$LevelSelection.visible = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if playing:
add_meteors(delta)
move_meteors(delta)
move_missiles(delta)
if remaining_meteors == 0 and len(meteors) == 0:
win()
func start():
$WinPopup.visible = false
$LevelSelection.visible = false
$Progress.visible = true
$Remaining.visible = true
$MissileArea1.visible = true
$MissileArea2.visible = true
$MissileArea3.visible = true
alive_cities = [$City1, $City2, $City3, $City4, $City5]
for c in cities:
c.reset()
while len(meteors) > 0:
delete_meteor(meteors[0])
while len(missiles) > 0:
delete_meteor(missiles[0])
load_level()
for ma in m_areas:
update_missile_area(ma)
score = 0
$Progress/Score.text = str(score)
playing = true
func load_level():
var starting_meteors = 3 + round(current_level / 8)
remaining_meteors = current_level + 10 - starting_meteors
cadence = 60 / remaining_meteors
level_meteors = remaining_meteors + starting_meteors
destroyed_meteors = 0
word_size = 2 + round(current_level / 8)
next_meteor_in = cadence
meteor_speed = 50 + current_level * 5
$Remaining/Label.text = str(destroyed_meteors) + " / " + str(level_meteors)
for i in range(starting_meteors):
create_meteor()
func create_meteor():
var x = cities[randi_range(0,4)].position.x
var y = -30
var target_city = alive_cities.pick_random()
var target = target_city.position
target.x += $City1.size.x/2
target.y += $City1.size.y/2
var speed = meteor_speed * randf_range(0.25, 2)
var m: Node = meteor_scene.instantiate()
meteors.append(m)
m.position.x = x
m.position.y = y
m.set_target(target, target_city.num, speed)
add_child(m)
func delete_meteor(item):
if item != null:
meteors.erase(item)
item.queue_free()
remove_child(item)
destroyed_meteors += 1
$Remaining/Label.text = str(destroyed_meteors) + " / " + str(level_meteors)
func delete_missile(item):
if item != null:
missiles.erase(item)
item.queue_free()
remove_child(item)
func add_meteors(delta):
next_meteor_in -= delta
if remaining_meteors > 0 and next_meteor_in <= 0:
next_meteor_in = cadence
remaining_meteors -= 1
create_meteor()
func move_meteors(delta):
var to_delete = []
for m in meteors:
Globals.move(m, m.target, meteor_speed, delta)
if m.position.distance_to(m.target) <= 25:
to_delete.append(m)
if cities[m.target_num].alive:
score -= city_score
$Progress/Score.text = str(score)
cities[m.target_num].kill()
alive_cities.erase(cities[m.target_num])
$CityDestroyed.play()
for m in to_delete:
delete_meteor(m)
if len(alive_cities) == 0:
lose()
func move_missiles(delta):
var to_delete = []
for m in missiles:
Globals.move(m, m.target, missile_speed, delta)
if m.position.distance_to(m.target) <= 25:
on_missile_explossion(m.target_num)
to_delete.append(m)
for m in to_delete:
delete_missile(m)
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed:
if event.keycode == KEY_ESCAPE:
exit_to_menu()
elif playing:
if writing_to != null and not writing_to.alive:
writing_to = null
var character = char(event.unicode)
if writing_to != null:
writing_to.add_letter(character)
else:
for ma in m_areas:
if ma.word[0] == character:
ma.add_letter(character)
writing_to = ma
break
if writing_to == null:
_on_letter_failed()
func _on_letter_failed():
score -= 5
$Progress/Score.text = str(score)
writing_to = null
$Error.play()
func win():
playing = false
$Progress/Score.text = str(score)
var best_scores = []
best_scores.resize(40)
best_scores.fill(0)
best_scores = Globals.config.get_value("commander", "best_scores", best_scores)
if best_scores[current_level]== 0 or (score > best_scores[current_level]):
best_scores[current_level] = score
Globals.config.set_value("commander", "best_scores", best_scores)
var max_score = level_meteors * meteor_score
var stars = 1
if score == max_score:
stars = 3
elif score > max_score * 2/3:
stars = 2
$WinPopup.init("¡Has ganado!", "Puntuación: " + str(score), "Mejor puntuación: " + str(best_scores[current_level]), stars, current_level+1, exit_to_menu, next_level)
var max_level = Globals.config.get_value("commander", "level", -1)
if current_level+1 > max_level:
Globals.config.set_value("commander", "level", current_level + 1)
Globals.save_config()
await get_tree().create_timer(1).timeout
$Progress.visible = false
$Remaining.visible = false
$WinPopup.visible = true
func lose():
playing = false
while len(meteors) > 0:
delete_meteor(meteors[0])
while len(missiles) > 0:
delete_meteor(missiles[0])
$MissileArea1.visible = false
$MissileArea2.visible = false
$MissileArea3.visible = false
await get_tree().create_timer(1.25).timeout
$WinPopup.init("Has perdido :(", "¿Quieres jugar otra vez?", "", 0, current_level+1, exit_to_menu, start)
$Progress.visible = false
$Remaining.visible = false
$WinPopup.visible = true
func next_level():
current_level = min(current_level+1, 39)
start()
func exit_to_menu():
get_tree().change_scene_to_file("res://main_menu.tscn")
func _on_level_selection_level_select(level: Variant) -> void:
current_level = level
func update_missile_area(ma):
var letters = m_areas.map(func(s): return s.word[0])
var word = Globals.next_word(word_size, letters)
ma.set_word(word)
func _on_missile_area_finished(num: Variant) -> void:
var a = m_areas[num]
writing_to = null
update_missile_area(a)
a.prepare_explossion()
launch_missile(a)
func on_missile_explossion(num):
$Explosion.play()
var a = m_areas[num]
a.explode()
update_missile_area(a)
var to_delete = []
for m in meteors:
if m.position.distance_to(center(a)) < a.size.x / 2:
to_delete.append(m)
for m in to_delete:
delete_meteor(m)
score += meteor_score
$Progress/Score.text = str(score)
func center(item):
var center = Vector2()
center.x += item.position.x + item.size.x / 2
center.y += item.position.y + item.size.x / 2
return center
func launch_missile(a):
var min_dist = 10000
var launch_city = null
var launch_center = null
var center = center(a)
for c in alive_cities:
var city_center = center(c)
var dist = city_center.distance_to(center)
if dist < min_dist:
min_dist = dist
launch_city = c
launch_center = city_center
var m: Node = missile_scene.instantiate()
missiles.append(m)
m.position = launch_center
m.target = center
m.target_num = a.num_area
m.look_at(center)
add_child(m)