2025-01-06 08:06:20 +00:00
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extends Control
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2025-01-05 11:25:13 +00:00
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# answer for the puzzle, by columns
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@export var current_answer := [0, 0, 0, 0, 0, 0, 0, 0, 0]
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@export_enum("closed", "opened", "playing", "finished") var mode := "closed"
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@export var answer := [1, 0, 0, 0, 0, 0, 0, 0, 0]
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# @export var answer := [1, 4, 3, 1, 3, 6, 4, 3, 2]
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@onready var points_polygon = $ButtonPositionPoints as Polygon2D
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2025-01-06 08:06:20 +00:00
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@onready var box = $Box as TextureRect
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2025-01-05 11:25:13 +00:00
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@onready var side_handle = $SideHandle as AnimatedSprite2D
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@onready var inside_handle = $Handle as TextureButton
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@onready var audio_player = $MusicPlayer2D as AudioStreamPlayer2D
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var button_texture = preload("res://asset/art/little_game/八音盒/小猫.png")
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var button_highlight_texture = preload("res://asset/art/little_game/八音盒/小猫高亮.png")
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var box_closed_texture = preload("res://asset/art/little_game/八音盒/无按钮.png")
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var box_opened_texture = preload("res://asset/art/little_game/八音盒/打开盒子.png")
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var box_finished_texture = preload("res://asset/art/little_game/八音盒/有按钮.png")
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var sfx_interact = preload("res://asset/audio/sfx/game/八音盒/八音盒互动.mp3") as AudioStream
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var sfx_drag = preload("res://asset/audio/sfx/game/八音盒/拖动放置.mp3") as AudioStream
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var sfx_open = preload("res://asset/audio/sfx/game/八音盒/八音盒打开.mp3") as AudioStream
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var sfx_close = preload("res://asset/audio/sfx/game/八音盒/关盖子.mp3") as AudioStream
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var sfx_exit = preload("res://asset/audio/sfx/game/八音盒/退出界面.mp3") as AudioStream
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var audio_manual = preload("res://asset/audio/sfx/game/八音盒/操纵八音盒.mp3") as AudioStream
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var audio_auto = preload("res://asset/audio/sfx/game/八音盒/自走八音盒.mp3") as AudioStream
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var dragging = false
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var current_selected_btn := 0:
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set(value):
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if has_node("button_root"):
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# set previous button to normal
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var root = get_node("button_root")
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root.get_node(str(current_selected_btn)).texture = button_texture
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# set current button to highlight
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root.get_node(str(value)).texture = button_highlight_texture
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current_selected_btn = value
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func _ready() -> void:
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_chechout_mode()
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inside_handle.pressed.connect(_on_handle_pressed)
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2025-01-06 08:06:20 +00:00
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# SceneManager.focus_node(self)
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# CameraFocusMarker.lock_horizontal = false
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# CameraFocusMarker.limit_top = 0
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# CameraFocusMarker.limit_bottom = 316
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func _chechout_mode(play_sfx := false) -> void:
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2025-01-06 08:06:20 +00:00
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dragging = false
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2025-01-05 11:25:13 +00:00
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$Handle.visible = mode == "opened"
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$SideHandle.visible = mode == "playing" or mode == "finished"
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_reset_buttons()
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match mode:
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"closed":
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audio_player.stream = sfx_interact
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audio_player.play()
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box.texture = box_closed_texture
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_reset_buttons()
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audio_player.stream = sfx_drag
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"opened":
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if play_sfx:
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audio_player.stream = sfx_open
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audio_player.play()
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box.texture = box_opened_texture
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"playing":
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audio_player.stream = sfx_drag
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box.texture = box_opened_texture
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"finished":
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if play_sfx:
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audio_player.stream = sfx_close
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audio_player.play()
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box.texture = box_finished_texture
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func _reset_buttons():
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if mode != "closed":
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if has_node("button_root"):
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get_node("button_root").visible = false
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return
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# create buttons if not exists
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if not has_node("button_root"):
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var root = Node2D.new()
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root.name = "button_root"
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add_child(root)
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for i in range(9):
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var button = Sprite2D.new()
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button.name = str(i)
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root.add_child(button)
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# reset buttons' position and texture
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for i in range(9):
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var button = get_node("button_root" + "/" + str(i))
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if i == current_selected_btn:
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button.texture = button_highlight_texture
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else:
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button.texture = button_texture
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# load current_answer
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button.position = _get_position(i, current_answer[i])
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# 自动计算的位置会有偏差,使用 polygon 的点进行标记
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# row rom bottom to top, 7 rows in total
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# col from left to right, 9 cols in total
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func _get_position(col: int, row: int) -> Vector2:
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# var col_gap = col_gap_down + (col_gap_up - col_gap_down) * row / 6
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# return Vector2(origin_position.x + col_gap * col, origin_position.y - row_gap * row)
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var index = col + row * 9
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if points_polygon.polygon and index < points_polygon.polygon.size():
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return points_polygon.position + points_polygon.polygon[index]
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2025-01-05 11:25:13 +00:00
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else:
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2025-01-06 08:06:20 +00:00
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return points_polygon.position
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2025-01-05 11:25:13 +00:00
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# 1 up 2 down
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func _move_button(delta: int) -> void:
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if mode != "closed":
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return
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var current_row = current_answer[current_selected_btn]
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var target_row = clampi(current_answer[current_selected_btn] + delta, 0, 6)
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current_answer[current_selected_btn] = target_row
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# tween if not in correct position
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if current_row != target_row:
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var target_position = _get_position(current_selected_btn, target_row)
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var node = get_node("button_root/" + str(current_selected_btn))
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create_tween().tween_property(node, "position", target_position, .5)
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# play sfx
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audio_player.stream = sfx_drag
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audio_player.play()
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# check if all buttons are in correct position
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if current_answer == answer:
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mode = "opened"
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_chechout_mode(true)
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func _unhandled_input(event: InputEvent) -> void:
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if mode == "closed":
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# move button
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if event.is_action_pressed("up"):
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_move_button(1)
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elif event.is_action_pressed("down"):
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_move_button(-1)
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elif event.is_action_pressed("left"):
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current_selected_btn = clampi(current_selected_btn - 1, 0, 8)
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elif event.is_action_pressed("right"):
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current_selected_btn = clampi(current_selected_btn + 1, 0, 8)
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2025-01-06 08:06:20 +00:00
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if mode == "playing":
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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dragging = true
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else:
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dragging = false
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if event is InputEventMouseMotion:
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if dragging:
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#TODO
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inside_handle.position += event.relative
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2025-01-05 11:25:13 +00:00
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func _on_handle_pressed() -> void:
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if mode == "opened":
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mode = "playing"
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_chechout_mode(true)
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