many small changes, and few big ones

This commit is contained in:
ChaoticByte 2024-10-16 20:23:53 +02:00
parent e8985f4e79
commit a3ca623258
No known key found for this signature in database
32 changed files with 391 additions and 247 deletions

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extends RigidBody2D
@export var demolition_minmax: float = 0.1
func _ready() -> void:
var p: P = $P
for i in range(len(p.polygon)):
p.polygon[i].x = p.polygon[i].x * randf_range(1.0-demolition_minmax, 1.0+demolition_minmax)
p.polygon[i].y = p.polygon[i].y * randf_range(1.0-demolition_minmax, 1.0+demolition_minmax)
p.update_polygon()
# make visible polygon a bit bigger than collision polygon
for i in range(len(p.polygon_2d.polygon)):
p.polygon_2d.polygon[i].x += sign(p.polygon[i].x) # make bigger by 1 pixel
p.polygon_2d.polygon[i].y += sign(p.polygon[i].y)

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[gd_scene load_steps=3 format=3 uid="uid://cylmgbhvpdexh"]
[ext_resource type="Script" path="res://core/polygon/polygon.gd" id="1_m3p7r"]
[ext_resource type="Script" path="res://reusable/aged_box/aged_box.gd" id="1_ul3hr"]
[node name="AgedBox" type="RigidBody2D"]
script = ExtResource("1_ul3hr")
[node name="P" type="CollisionPolygon2D" parent="."]
polygon = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
script = ExtResource("1_m3p7r")

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@tool
class_name Conveyor extends Node2D
const GAP = 8.0
const SPEED = 0.0041 # ~ the targeted physics tick time
@export var conveyor_segments: int = 20:
set(v):
conveyor_segments = v
create_segments()
get:
return conveyor_segments
@export var speed_mult: float = 20.0
var conveyor_seg_scn = preload("uid://be7ki66sskav5")
var segments_top: Array[Node2D] = []
var segments_bottom: Array[Node2D] = []
func create_segments():
for c in self.get_children():
c.call_deferred("queue_free")
segments_top = []
segments_bottom = []
# top
for i in range(0, conveyor_segments + 1):
var c = conveyor_seg_scn.instantiate()
c.position.x = i*8.0
self.segments_top.append(c)
self.add_child(c)
# bottom
for i in range(0, conveyor_segments + 1):
var c = conveyor_seg_scn.instantiate()
c.position.x = i*8.0
c.position.y = 5.0
self.segments_bottom.append(c)
self.add_child(c)
func _ready() -> void:
create_segments()
func _process(_delta: float) -> void:
if Engine.is_editor_hint():
return
# make it NOT framerate-depedent bc this would fuck up the positioning over time
var s = sign(speed_mult)
for p in segments_top:
if s > 0.0:
if p.position.x > conveyor_segments * GAP:
p.position.x = 0.0
else:
if p.position.x < 0.0:
p.position.x = conveyor_segments * GAP
p.position.x += SPEED * speed_mult
for p in segments_bottom:
if s > 0.0:
if p.position.x < 0.0:
p.position.x = conveyor_segments * GAP
else:
if p.position.x > conveyor_segments * GAP:
p.position.x = 0.0
p.position.x -= SPEED * speed_mult

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[gd_scene load_steps=2 format=3 uid="uid://be7ki66sskav5"]
[ext_resource type="Script" path="res://core/polygon/polygon.gd" id="2_hf2op"]
[node name="ConveyorPart" type="AnimatableBody2D"]
sync_to_physics = false
[node name="P" type="CollisionPolygon2D" parent="."]
polygon = PackedVector2Array(-3, -4, -3, -0.1, 3, -0.1, 3, -4)
script = ExtResource("2_hf2op")

31
reusable/spawner.gd Normal file
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class_name Spawner extends Node2D
@export var spawn_interval_secs: float = 1.0
@export var spawn_interval_rand: float = 0.0
@export var stop_after_secs: float = 0.0
@export var amount_per_interval: int = 1
@export var jitter_spawnpoint: bool = false
@export var scene: PackedScene = null
func _ready() -> void:
pass # Replace with function body.
var dt_total = 0.0
var dt = 0.0
func _process(delta: float) -> void:
if stop_after_secs > 0.0 and dt_total < stop_after_secs:
dt_total += delta
if stop_after_secs > 0.0 and dt_total >= stop_after_secs:
return
dt += delta
if spawn_interval_rand > 0.0:
dt += randf_range(-spawn_interval_rand, spawn_interval_rand)
var spawn = dt > spawn_interval_secs
dt = fmod(dt, spawn_interval_secs)
if spawn and scene != null:
for i in range(amount_per_interval):
var c = scene.instantiate()
if jitter_spawnpoint:
c.position += Vector2(randf_range(-12, 12), randf_range(-12, 12))
self.add_child(c)