Basic events system started.

This commit is contained in:
2025-05-06 11:07:16 -05:00
parent 4ad63b8c41
commit b9f0295722
22 changed files with 325 additions and 103 deletions

View File

@@ -1,21 +1,12 @@
class_name BasicNPCEntity extends "res://scripts/Entities/OverworldEntity.gd"
const Cutscene = preload("res://scripts/Cutscene/Cutscene.gd");
const OverworldConversationEvent = preload("res://scripts/Cutscene/Scene/OverworldConversationEvent.gd");
enum BasicNPCInteractType {
NONE,
CUTSCENE,
TEXTS
};
const Event = preload("res://scripts/Events/Event.gd");
enum BasicNPCMoveType {
STILL,
RANDOM_LOOK
};
@export var interactType:BasicNPCInteractType = BasicNPCInteractType.NONE;
@export var interactCutscene:GDScript;
@export var interactTexts:Array[String];
@export var interactEvent:Event;
@export var moveType:BasicNPCMoveType = BasicNPCMoveType.STILL;
@@ -24,22 +15,10 @@ enum BasicNPCMoveType {
var randomLookTimer:float = 0.0;
func interact(interactor:OverworldEntity) -> void:
if interactType == BasicNPCInteractType.NONE:
if interactEvent == null:
push_error("BasicNPCEntity: interactType EVENT but no event set");
return
if interactType == BasicNPCInteractType.CUTSCENE:
# Cutscene in this manner must take two entities
# (self, speaker, and interactor, player)
var cs:Cutscene = interactCutscene.new(self, interactor);
CUTSCENE.setCurrentCutscene(cs);
return
if interactType == BasicNPCInteractType.TEXTS:
var cs:Cutscene = OverworldConversationEvent.new(self, interactor, interactTexts);
CUTSCENE.setCurrentCutscene(cs);
return
pass
interactEvent.onEntityInteract(interactor, self);
func updateMovement(delta:float) -> void:
if moveType == BasicNPCMoveType.STILL:

View File

@@ -7,7 +7,8 @@ enum Direction {
EAST,
}
var speed:float = 150;
var speed:float = 200;
var runSpeed:float = 400;
var friction:float = 8.5;
var gravity:float = 30;

View File

@@ -1,6 +1,6 @@
extends Camera3D
const PIXEL_SCALE:float = 4.0;
const PIXEL_SCALE:float = 2.0;
const WORLD_UNITS:float = 32.0;
func _ready() -> void:

View File

@@ -27,9 +27,16 @@ func updateOverworldLogic(delta) -> void:
func updateMovement(delta) -> void:
# User movement
var dir:Vector2 = Input.get_vector("left", "right", "up", "down");
var moveSpeed:float;
if Input.is_action_pressed("run"):
moveSpeed = runSpeed;
else:
moveSpeed = speed;
if(dir.x != 0 or dir.y != 0):
velocity.x = dir.x * speed * delta;
velocity.z = dir.y * speed * delta;
velocity.x = dir.x * moveSpeed * delta;
velocity.z = dir.y * moveSpeed * delta;
# Update direction
if(dir.x >= abs(dir.y) and(
@@ -48,4 +55,3 @@ func updateMovement(delta) -> void:
direction = Direction.SOUTH;
elif (dir.y < 0):
direction = Direction.NORTH;
pass

52
scripts/Events/Event.gd Normal file
View File

@@ -0,0 +1,52 @@
class_name Event extends Node
const OverworldEntity = preload("res://scripts/Entities/OverworldEntity.gd");
var started:bool = false;
var ended:bool = false;
var interactor:OverworldEntity = null
var interactee:OverworldEntity = null
# Godot Methods
func _init() -> void:
pass
func _process(delta: float) -> void:
if !started || ended:
return
self.update(delta)
if self.isDone():
self.end()
# Event methods (cleaned up)
func start() -> void:
assert(started == false)
started = true
func update(delta:float) -> void:
assert(started == true)
assert(ended == false)
func isDone() -> bool:
return true
func end() -> void:
assert(ended == false)
ended = true
func reset() -> void:
started = false
ended = false
interactor = null
interactee = null
func onEntityInteract(
interactor:OverworldEntity,
interactee:OverworldEntity
) -> void:
self.reset()
self.interactor = interactor
self.interactee = interactee
self.start()

View File

@@ -0,0 +1 @@
uid://cl3vqv8bwyoeu

View File

@@ -0,0 +1 @@
uid://tkfc88q8m86f

View File

@@ -0,0 +1,76 @@
class_name EventGroup extends "res://scripts/Events/EventWithChildren.gd"
enum ProcessType {
SEQUENTIAL,
PARALLEL,
}
@export var processType:ProcessType = ProcessType.SEQUENTIAL;
var childIndex:int = 0
func start() -> void:
super.start()
# If sequential, start first child
if processType == ProcessType.SEQUENTIAL:
childIndex = -1
nextChild()
# If parallel, start all children
elif processType == ProcessType.PARALLEL:
for child in childEvents:
startChild(child)
func update(delta:float) -> void:
super.update(delta)
# If sequential, see if the current child is done, if so go to next child
if processType == ProcessType.SEQUENTIAL:
if childIndex < 0 || childIndex >= childEvents.size():
return
if childEvents[childIndex].isDone():
nextChild()
func nextChild() -> void:
childIndex += 1
if childIndex >= childEvents.size():
return
startChild(childEvents[childIndex])
func isDone() -> bool:
if !super.isDone():
return false
# If sequential, check if we've reached the end of the children
if processType == ProcessType.SEQUENTIAL:
return childIndex >= childEvents.size()
# If parallel, check if all children are done
elif processType == ProcessType.PARALLEL:
for child in childEvents:
if !child.isDone():
return false
return true
return false
func end() -> void:
super.end()
for child in childEvents:
if child.ended || !child.started:
continue
child.end()
func reset() -> void:
super.reset()
childIndex = -1
for child in childEvents:
child.reset()
func startChild(child:Event) -> void:
# Inherits some properties from this event.
child.interactee = self.interactee
child.interactor = self.interactor
child.start()

View File

@@ -0,0 +1 @@
uid://sqi2ehu4sqa1

View File

@@ -0,0 +1,16 @@
class_name EventPause extends "res://scripts/Events/Event.gd"
const PauseSystem = preload("res://scripts/Singletons/Pause.gd")
@export var pauseType:PauseSystem.PauseType = PauseSystem.PauseType.ENTITY_PAUSED
@export var entities:Array[OverworldEntity] = []
@export var includeInteractee:bool = true
@export var includeInteractor:bool = true
func start() -> void:
var ents:Array[OverworldEntity] = entities
if interactor != null and includeInteractor:
ents.append(interactor)
if interactee != null and includeInteractee:
ents.append(interactee)
PAUSE.pause(pauseType, ents)

View File

@@ -0,0 +1 @@
uid://bv36suxm08vqe

View File

@@ -0,0 +1,11 @@
class_name EventTextbox extends "res://scripts/Events/Event.gd"
# @export var text:Array[String] = [ "Hello Text" ];
@export var text:String = "Hello Text"
func start() -> void:
super.start()
VN.getTextbox().setText(self.text);
func isDone() -> bool:
return super.isDone() && VN.getTextbox().isClosed;

View File

@@ -0,0 +1 @@
uid://y7ckj1tn5cro

View File

@@ -0,0 +1,22 @@
class_name EventWithChildren extends "res://scripts/Events/Event.gd"
var childEvents:Array[Event] = []
func _init() -> void:
super._init()
_updateChildEvents()
_updateChildEvents()
self.child_entered_tree.connect(onChildEntered)
self.child_exiting_tree.connect(onChildExited)
func _updateChildEvents() -> void:
childEvents = []
for child in get_children():
if child is Event:
childEvents.append(child)
func onChildEntered(child:Node) -> void:
_updateChildEvents()
func onChildExited(child:Node) -> void:
_updateChildEvents()

View File

@@ -0,0 +1 @@
uid://dj5wl682sbohc