pumpkin carving

This commit is contained in:
2025-10-27 18:29:06 +01:00
parent b36923a196
commit bfd653c136
22 changed files with 296 additions and 29 deletions

View File

@@ -9,13 +9,10 @@ enum Events { NONE, PUMPKIN_CARVE, OUTSIDE_NORMAL }
var current_event: Events = Events.NONE
func transition_start() -> void:
player_free = false
animation_player.play("transition")
func transition_end() -> void:
animation_player.play_backwards("transition")
await animation_player.animation_finished
player_free = true
func run_event(event: Events, player_postion: Vector2 = Vector2.ZERO):
current_event = event
@@ -24,9 +21,9 @@ func run_event(event: Events, player_postion: Vector2 = Vector2.ZERO):
player.position = player_postion
match event:
Events.PUMPKIN_CARVE:
player_free = false
get_tree().change_scene_to_file("uid://ccfdsdgaon63m") # scenes/levels/home.tscn
await get_tree().scene_changed
player.animated_sprite.animation = "sit" # should be replaced with chair interaction trigger
transition_end()
func transition_scene_file(scene: String) -> void:

View File

@@ -16,12 +16,6 @@ func _notification(what: int) -> void:
if what == Window.NOTIFICATION_APPLICATION_FOCUS_OUT:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouse:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif !event.is_action("escape"):
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
func toggle_fullscreen() -> void:
if config.fullscreen:
if OS.get_name() == "Windows":

View File

@@ -44,7 +44,7 @@ func _on_interacted(p_player: Player) -> void:
func _process(_delta: float) -> void:
if player:
if !Engine.is_editor_hint() && EventManager.player_free && player:
move_input = Input.get_vector("move_left","move_right","move_up","move_down")
if move_input.length() == 0:
input_released = true

View File

@@ -0,0 +1,74 @@
extends Control
var image: Image
var dtexture: TextureRect
var bgtexture: TextureRect
var drawing: bool = false
var erasing: bool = false
var undo_stack: Array[Image] = []
var bgimage: Image
func _ready() -> void:
image = Image.create_empty(32, 32, false, Image.FORMAT_RGBA8)
dtexture = $DrawTexture
bgtexture = $Background
bgimage = bgtexture.texture.get_image()
update_texture()
func update_texture() -> void:
var texture: ImageTexture = ImageTexture.create_from_image(image)
dtexture.texture = texture
func push_undo_state() -> void:
var copy: Image = image.duplicate()
undo_stack.append(copy)
if undo_stack.size() > 20:
undo_stack.pop_front()
func pixel(pposition: Vector2i, color: Color) -> void:
if pposition.x >= 0 and pposition.x < image.get_width() and pposition.y >= 0 and pposition.y < image.get_height():
var bgcol: Color = bgimage.get_pixel(pposition.x, pposition.y)
if bgcol.a > 0.01:
image.set_pixel(pposition.x, pposition.y, color)
func draw_at_mouse() -> void:
var lpos: Vector2 = dtexture.get_local_mouse_position()
var tex_size: Vector2 = Vector2(image.get_width(), image.get_height())
var dscale: Vector2 = dtexture.get_size() / tex_size
var pixel_pos: Vector2i = (lpos / dscale).floor()
var color: Color = Color.BLACK if not erasing else Color(0, 0, 0, 0)
pixel(pixel_pos, color)
update_texture()
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.is_echo():
if event.keycode == KEY_Z and Input.is_key_pressed(KEY_CTRL):
undo()
return
if event is InputEventMouseButton and not event.is_echo():
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
push_undo_state()
drawing = true
erasing = false
draw_at_mouse()
else:
drawing = false
elif event.button_index == MOUSE_BUTTON_RIGHT:
if event.pressed:
push_undo_state()
erasing = true
drawing = true
draw_at_mouse()
else:
erasing = false
drawing = false
elif event is InputEventMouseMotion and drawing:
draw_at_mouse()
func undo() -> void:
if undo_stack.size() > 0:
image = undo_stack.pop_back()
update_texture()

View File

@@ -0,0 +1 @@
uid://b5c8ov4lhocb8

View File

@@ -35,12 +35,12 @@ func _ready() -> void:
)
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("interact") && raycast.is_colliding() && raycast.get_collider() is Interactable:
if EventManager.player_free && !EventManager.animation_player.is_playing() && Input.is_action_just_pressed("interact") && raycast.is_colliding() && raycast.get_collider() is Interactable:
var interactable: Interactable = raycast.get_collider()
interactable.interact(self)
func _physics_process(delta: float) -> void:
if !STILL_POSITIONS.has(animated_sprite.animation) && EventManager.player_free:
if !STILL_POSITIONS.has(animated_sprite.animation) && EventManager.player_free && !EventManager.animation_player.is_playing():
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
var raycast_input := Vector2.ZERO
@@ -68,3 +68,9 @@ func _physics_process(delta: float) -> void:
animated_sprite.animation = "down"
else:
animated_sprite.stop()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouse:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif !event.is_action("escape"):
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN