xiandie/scene/little_game/书架/书架.gd

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GDScript3
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@tool
extends CanvasLayer
signal exiting
signal success
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const NON_SELECTED = [-1, -1]
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@export var shuffle_times := 20
@export var debug_relocate := false:
set(value):
debug_relocate = false
if Engine.is_editor_hint():
_init_answer_and_connect_signals()
_measure_width_by_row()
for row in range(3):
_relocate_books(row)
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@onready var sfx_select = $SfxSelect as Sfx
@onready var sfx_interchange = $SfxInterchange as Sfx
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var current_answer := []
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var book_width_by_row := []
var suffling := false
# [row, col]
var selected_book := NON_SELECTED:
set(value):
if selected_book == value:
return
# 在 suffling 时不允许改变 selected_book
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if suffling:
selected_book = value
return
if selected_book != NON_SELECTED:
_toggle_book(false, selected_book[0], selected_book[1])
if value != NON_SELECTED:
_toggle_book(true, value[0], value[1])
selected_book = value
var gameover = false
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func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME
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# init answer first
_init_answer_and_connect_signals()
if Engine.is_editor_hint():
return
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_measure_width_by_row()
# shuffle at the end
_shuffle_books()
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func _enter_tree() -> void:
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if not Engine.is_editor_hint():
SceneManager.pop_center_notification(tr("ui_press_q_to_exit"))
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func _init_answer_and_connect_signals() -> void:
current_answer.clear()
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for row in range(3):
var r_size = get_node("./Shelf/Layer" + str(row)).get_child_count()
# current_answer append a r_size arr
var arr = []
for id in range(r_size):
arr.append(id)
var book = _get_book_by_id(row, id)
if not Engine.is_editor_hint():
book.get_node("BookButton").pressed.connect(_on_book_pressed.bind(row, id))
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current_answer.append(arr)
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func _measure_width_by_row() -> void:
# 书本间的额外间隙,用于调整书本之间的间隔
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var extra_gap = [2., 3., 2.]
book_width_by_row = []
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for row in range(3):
var length = current_answer[row].size()
var width_arr = []
for col in range(length):
var book_btn = _get_book_by_id(row, col).get_node("BookButton") as TextureButton
width_arr.append(book_btn.texture_normal.get_width() + extra_gap[row])
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book_width_by_row.append(width_arr)
func _shuffle_books() -> void:
selected_book = NON_SELECTED
if GlobalConfig.DEBUG:
SceneManager.pop_debug_dialog_info(
"备注", "debug模式每列随机洗牌 1 次,正常模式每列随机洗牌 " + str(shuffle_times) + ""
)
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shuffle_times = 1
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suffling = true
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rand_from_seed(Time.get_ticks_usec())
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for row in range(3):
# shuffle each row 20 times
var r_size = current_answer[row].size()
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for _i in range(shuffle_times):
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var col_1 = randi() % r_size
var col_2 = randi() % r_size
selected_book = [row, col_1]
_interchange_book(row, col_2, false)
_relocate_books(row)
# turn off initilazing after shuffle
suffling = false
func _on_book_pressed(row: int, id: int) -> void:
if gameover:
return
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var col = current_answer[row].find(id)
if selected_book == NON_SELECTED:
selected_book = [row, col]
else:
if selected_book == [row, col]:
selected_book = NON_SELECTED
elif selected_book[0] == row:
_interchange_book(row, col)
else:
selected_book = [row, col]
func _get_book_by_id(row: int, id: int) -> Node2D:
return get_node("./Shelf/Layer" + str(row) + "/Book" + str(id))
# func _get_book_by_pos(row: int, col: int) -> Node2D:
# var layer = get_node("./Shelf/Layer" + str(row))
# return layer.get_child(col)
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var mute_toggle = false
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func _toggle_book(selected: bool, row: int, col: int) -> void:
var id = current_answer[row][col]
var book = _get_book_by_id(row, id)
var book_tween = create_tween()
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if not mute_toggle:
sfx_select.play()
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if selected:
book_tween.parallel().tween_property(book, "position:y", -10.0, 0.2)
else:
book_tween.parallel().tween_property(book, "position:y", 0.0, 0.2)
func _interchange_book(row: int, col: int, relocate := true) -> void:
if selected_book == NON_SELECTED or selected_book[0] != row:
return
var col2 = selected_book[1]
sfx_interchange.play()
# interchange current_answer
var temp = current_answer[row][col]
current_answer[row][col] = current_answer[row][col2]
current_answer[row][col2] = temp
# reset selected_book
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mute_toggle = true
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selected_book = NON_SELECTED
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mute_toggle = false
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# relocate after reset selected_book
if relocate:
_relocate_books(row)
# check answer
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if relocate:
_check_answer()
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func _relocate_books(row: int) -> void:
selected_book = NON_SELECTED
var r_size = current_answer[row].size()
var x = 0
for col in range(r_size):
var id = current_answer[row][col]
var book = _get_book_by_id(row, id)
book.position.x = x
book.position.y = 0.0
x += book_width_by_row[row][id]
func _check_answer() -> void:
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# 第一行需要顺序排列
var row1 = current_answer[0]
for col in range(row1.size()):
if row1[col] != col:
return
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# 第二行需要正序排列
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var row2 = current_answer[1]
var size2 = row2.size()
if row2[0] == 0:
# 正序
for col in range(1, size2):
if row2[col] != col:
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return
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else:
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return
# # 倒序
# for col in range(size2):
# if row2[col] != size2 - 1 - col:
# return
# 第三行正序或者倒序都可以
var _row3 = current_answer[2]
var _size3 = _row3.size()
if _row3[0] == 0:
# 正序
for col in range(1, _size3):
if _row3[col] != col:
return
else:
# 倒序
for col in range(_size3):
if _row3[col] != _size3 - 1 - col:
return
# # 最后一行按色块排列0-6 蓝色7个在一起7-11 红色5个在一起12-17 黄色6个在一起
# var row3 = current_answer[2]
# # 0: blue, 1: red, 2: yellow
# var visited = [7, 5, 6]
# var visiting_init = true
# var visiting = -1
# for col in range(row3.size()):
# var color = _get_color(row3[col])
# if visiting_init:
# visiting = color
# visiting_init = false
# if color != visiting:
# return
# visited[color] -= 1
# if visited[color] == 0:
# visiting_init = true
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# success
_success()
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# 0: blue, 1: red, 2: yellow
func _get_color(index: int) -> int:
# 0-6 蓝色7个在一起7-11 红色5个在一起12-17 黄色6个在一起
if index < 7:
return 0
elif index < 12:
return 1
else:
return 2
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func _success() -> void:
gameover = true
# 生死簿倒下的动画
$"Shelf/Layer0/Book17/BookButton".hide()
$"Shelf/生死簿".show()
$"Shelf/生死簿".play("书架倒下")
$"Shelf/生死簿/Button".pressed.connect(_on_target_book_pressed, CONNECT_ONE_SHOT)
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$"Sfx书本掉落".play()
func _on_target_book_pressed():
$"Shelf/生死簿".play("书架扶正")
await get_tree().create_timer(1.5).timeout
$"生死簿".show()
# 完成后释放信号
$"生死簿".finished.connect(_on_success_finished)
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$"Sfx扶正书本".play()
# 生死簿阅读完成后
func _on_success_finished() -> void:
# exit
# exiting.emit()
success.emit()
get_parent().remove_child(self)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("cancel"):
if not gameover:
get_viewport().set_input_as_handled()
exiting.emit()
get_parent().remove_child(self)
elif event.is_action_pressed("interact"):
# 阻塞交互输入
get_viewport().set_input_as_handled()