extends Node3D # moving and pushing take no time. # MOVING. AND PUSHING. TAKE NO TIME. # YES YES YES # maybe only one move phase to keep things interesting? # we lose some sokobanness, but is that a bad thing? @onready var camera: Camera3D = $Camera # TODO: wall that player cannot go through but balls can # (important) var hist := UndoRedo.new() var board: Board var player: Piece var level_num := -1 # TODO: instead of dumb numbered levels, GIVE THEM GOOD NAMES AND MANUALLY ORDER THEM! var levels: Array[PackedScene] = [ preload("res://level/nightmare_test.tscn"), #preload("res://level/level_00.tscn"), #preload("res://level/level_01.tscn"), #preload("res://level/level_02.tscn"), #preload("res://level/level_03.tscn"), #preload("res://level/level_04.tscn"), ] # TODO: screen transition to hide awkward animations lol var time := 0: set(new_time): var tween := get_tree().create_tween() tween.tween_property($Sun, "rotation_degrees:y", -15*new_time, 0.1) time = new_time var advancing := false @onready var sound: AudioStreamPlayer = $Sound @onready var sounds_hit := audio_stream_randomizer_from_dir("res://sfx/hit") @onready var sounds_undo := audio_stream_randomizer_from_dir("res://sfx/undo") @onready var sounds_redo := audio_stream_randomizer_from_dir("res://sfx/redo") @export_range(0, 1) var slowmo_speed := 0.1 func _ready() -> void: advance_level() func _process(delta: float) -> void: $UndoButton.disabled = not hist.has_undo() $RedoButton.disabled = not hist.has_redo() $RestartButton.disabled = not hist.has_undo() $Clock.text = "T = %d\n%d FPS" % [time, Engine.get_frames_per_second()] var slowmo := Input.is_action_pressed("slowmo"); $SlowmoIndicator.text = "slowmo" if slowmo else "" Engine.time_scale = slowmo_speed if slowmo else 1.0 # TODO: this is kinda comically slow BUT STOP WORKING ON THE GAME AudioServer.playback_speed_scale = slowmo_speed if slowmo else 1.0 if not $TopLeft.is_on_screen() or not $BottomRight.is_on_screen(): camera.position.y += 10*delta func _input(event: InputEvent) -> void: if event.is_action_pressed("u", false, true): step(Vector2i.UP) elif event.is_action_pressed("d", false, true): step(Vector2i.DOWN) elif event.is_action_pressed("l", false, true): step(Vector2i.LEFT) elif event.is_action_pressed("r", false, true): step(Vector2i.RIGHT) elif event.is_action_pressed("undo", false, true): undo() elif event.is_action_pressed("redo", false, true): redo() elif event.is_action_pressed("restart", false, true): restart() elif event.is_action_pressed("wait", false, true): step(Vector2i.ZERO) func undo(): if hist.undo(): sound.stream = sounds_undo sound.play() func redo(): if hist.redo(): sound.stream = sounds_redo sound.play() # TODO: make restart undoable? func restart(): while hist.has_undo(): hist.undo() # HACK: avoid an inconsistent visual board state for piece in board.pieces(): for tween in piece.tweens: tween.kill() piece.tween_to_target() # i think it's unintuitive to be able to redo from restart # scratch that i like that, don't clear the history # you can like replay your steps up to a point # time advancing, basically func board_step(): hist.add_do_property(self, "time", time+1) hist.add_do_method(board.do_step) hist.add_undo_method(board.undo_step()) hist.add_undo_property(self, "time", time) func step(move: Vector2i): if advancing: return if won(): advance_level() return if move == Vector2i.ZERO: hist.create_action("wait") board_step() hist.commit_action() if won(): advance_level() return var pos := player.lpos var ball := board.find_piece_at(pos + move, func(p): return p.type == Piece.Type.Ball) if board.passable_at(pos + move, true): hist.create_action("move") hist.add_do_method(player.do_move(move)) hist.add_undo_method(player.undo_move()) hist.commit_action() elif not board.type_at(pos+move, Piece.Type.PlayerBarrier) and ball != null: hist.create_action("push") hist.add_do_method(ball.do_push(move)) hist.add_do_method(player.do_bump(move)) hist.add_undo_method(player.undo_bump(move)) hist.add_undo_method(ball.undo_push()) hist.commit_action() else: sound.stream = sounds_hit sound.play() if won(): advance_level() func won() -> bool: for piece in board.pieces(): if piece.type == Piece.Type.Goal: var ball := board.type_at(piece.lpos, Piece.Type.Ball) if !ball or ball.lvel != Vector2i.ZERO: return false return true func advance_level(): hist.clear_history() advancing = true if level_num >= 0: print("level won") await get_tree().create_timer(1).timeout advancing = false $Sun.rotation.y = 0 time = 0 level_num += 1 if level_num >= levels.size(): print("you win") return if board: board.queue_free() board = levels[level_num].instantiate() add_child(board) for piece in board.pieces(): if piece.type == Piece.Type.Player: player = piece $TopLeft.aabb = board.top_left_aabb() $BottomRight.aabb = board.bottom_right_aabb() var center := (board.top_left_aabb().position + board.bottom_right_aabb().position)/2 var old_y := camera.position.y camera.position = Vector3(center.x, old_y, center.z) func audio_stream_randomizer_from_dir(dir: String) -> AudioStreamRandomizer: var stream := AudioStreamRandomizer.new() stream.random_pitch = 1.1 var hit_dir := DirAccess.open(dir) hit_dir.list_dir_begin() var file_name := hit_dir.get_next() while file_name != "": if file_name.ends_with("ogg"): stream.add_stream(-1, load(dir+"/"+file_name)) file_name = hit_dir.get_next() return stream