add game state

master
Fabien Freling 2020-01-07 13:54:06 +01:00
parent fb287b8264
commit efb9a4e9d9
5 changed files with 50 additions and 10 deletions

View File

@ -9,6 +9,11 @@
config_version=4
_global_script_classes=[ {
"base": "Node",
"class": "GameState",
"language": "GDScript",
"path": "res://src/GameState.gd"
}, {
"base": "Node2D",
"class": "Piece",
"language": "GDScript",
@ -20,6 +25,7 @@ _global_script_classes=[ {
"path": "res://src/Taquin.gd"
} ]
_global_script_class_icons={
"GameState": "",
"Piece": "",
"Taquin": ""
}

25
game/src/GameState.gd Normal file
View File

@ -0,0 +1,25 @@
extends Node
class_name GameState
# https://github.com/GDQuest/godot-demos/blob/master/2018/04-24-finite-state-machine/player_v2/state_machine.gd
# http://www.gameprogrammingpatterns.com/state.html
enum State { MAIN, WINNING, GAME_OVER }
var transitions = {
State.MAIN : [ State.WINNING ],
State.WINNING : [ State.GAME_OVER ],
State.GAME_OVER : [ State.MAIN ]
}
signal state_changed(previous, current)
export(State) var current_state = State.MAIN
func current_state_name() -> String:
return State.keys()[current_state]
func transition_to(state):
assert(state in transitions[current_state])
var previous_state = current_state
current_state = state
emit_signal("state_changed", previous_state, current_state)

View File

@ -2,12 +2,17 @@ extends Control
var blur_amount = 3
enum State {}
func _ready():
$ColorRect.visible = false
print("Starting state: ", $GameState.current_state_name())
func _on_Taquin_solved():
print("Solved!")
$ColorRect.visible = true
$ColorRect.material.set_shader_param("blur_amount", blur_amount)
func _on_GameState_state_changed(previous, current):
print("GameState: ", $GameState.State.keys()[previous], " -> ", $GameState.State.keys()[current])
match current:
GameState.State.WINNING:
print("Solved!")
# TODO: wait for the animation to finish before game over
$GameState.transition_to(GameState.State.GAME_OVER)
GameState.State.GAME_OVER:
$ColorRect.visible = true
$ColorRect.material.set_shader_param("blur_amount", blur_amount)

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=6 format=2]
[ext_resource path="res://src/Main.gd" type="Script" id=1]
[ext_resource path="res://src/Taquin.tscn" type="PackedScene" id=2]
[ext_resource path="res://src/GameState.gd" type="Script" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
@ -49,4 +50,7 @@ text = "New game"
material = SubResource( 2 )
anchor_right = 1.0
anchor_bottom = 1.0
[connection signal="solved" from="HSplitContainer/Taquin" to="." method="_on_Taquin_solved"]
[node name="GameState" type="Node" parent="."]
script = ExtResource( 3 )
[connection signal="state_changed" from="GameState" to="." method="_on_GameState_state_changed"]

View File

@ -2,8 +2,6 @@ extends Control
class_name Taquin
tool
signal solved
var Piece = preload("res://src/Piece.tscn")
export var rows: int = 4
@ -149,6 +147,8 @@ func move_piece(direction) -> bool:
update()
if check_solved():
var game_state = get_node("/root/Main/GameState") as GameState
game_state.transition_to(GameState.State.WINNING)
emit_signal("solved")
return true