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global.gd
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extends Node
onready var main = get_node("/root/main")
const GRID_SIZE = Vector2(6, 12+2) # + 2 rows as buffer
const BULLE_SIZE = Vector2(30, 30)
const DOUBLET_DEFAULT_GRID_POS = Vector2( 3, 1)
var GAME_END_PANEL_POS = (OS.get_window_size()/2) + Vector2(0,-25)
var DIRECTIONS = {
"LEFT": 0,
"TOP": 1,
"RIGHT": 2,
"BOTTOM": 3,
"COUNT": 4
}
var DIRECTIONS_NORMALS = [
Vector2(-1,0),
Vector2(0,-1),
Vector2(1,0),
Vector2(0,1)
]
var GRID_SLOT_TYPES = {
"EMPTY": 0,
"BULLE": 1,
"WALL": 2,
"COUNT": 3
}
var BULLE_TYPES = {
"RED": 0,
"GREEN": 1,
# "BLUE": 2, blue not implemented yet, maybe never ever implemented
"YELLOW": 2,
"PURPLE": 3,
"CYAN": 4,
"BLACK": 5,
"COUNT": 6
}
var SCRIPTS = {
"BULLE": preload('res://game/bulles/bulle.gd'),
"DOUBLET": preload('res://game/doublet/doublet.gd'),
"GRID": preload('res://game/game_panel/grid.gd'),
"GAME_PANEL": preload('res://game/game_panel/game_panel.gd'),
"DOUBLE_GAME_PANEL": preload('res://game/double_game_panel/double_game_panel.gd'),
"SIMULATION": preload('res://game/AI/simulation.gd'),
"GAME_PANEL_SIMULATION": preload('res://game/AI/game_panel_simulation.gd'),
"GA": preload('res://game/AI/ga.gd')
}
var SCENES = {
"BULLE": preload('res://game/bulles/bulle.tscn'),
"DOUBLET": preload('res://game/doublet/doublet.tscn'),
"GAME_PANEl": preload('res://game/game_panel/game_panel.tscn'),
"INFO_PANEl_LEFT": preload('res://game/info_panel/info_panel_left.tscn'),
"INFO_PANEl_RIGHT": preload('res://game/info_panel/info_panel_right.tscn'),
"DOUBLE_GAME_PANEL": preload('res://game/double_game_panel/double_game_panel.tscn')
}
var BULLE_SCENES = [
preload('res://game/bulles/red/bulle_red.tscn'),
preload('res://game/bulles/green/bulle_green.tscn'),
preload('res://game/bulles/yellow/bulle_yellow.tscn'),
preload('res://game/bulles/purple/bulle_purple.tscn'),
preload('res://game/bulles/cyan/bulle_cyan.tscn'),
preload('res://game/bulles/black/bulle_black.tscn')
]
func popping_score_compute( bulle_count ):
return 10 + 3 * (bulle_count-4)
func popping_combo_score_compute( score, combo):
return score + ( score * 5 * (combo-1) )
func score_to_penalty( score ):
return int(pow(score/5,0.6))
var BULLE_STATES = {
"IN_DOUBLET": 0,
"FALLING": 1,
"IN_GRID": 2,
"POPPING": 3
}
var DOUBLET_STATES = {
"IDLE": 0,
"FALLING": 1
}
var GAME_PANEL_STATES = {
"IDLE": 0,
"PLACING_DOUBLET": 1,
"DOUBLET_PLACED": 2,
"PLACING_FALLING_BULLES": 3,
"SOLVED": 4,
"SOLVING": 5,
"WAITING_FOR_PENALTIES": 6
}
var DEFAULT_BINDINGS = {
"up_p1": InputMap.get_action_list("up_p1")[0],
"down_p1": InputMap.get_action_list("down_p1")[0],
"left_p1": InputMap.get_action_list("left_p1")[0],
"right_p1": InputMap.get_action_list("right_p1")[0],
"speed_p1": InputMap.get_action_list("speed_p1")[0],
"up_p2": InputMap.get_action_list("up_p2")[0],
"down_p2": InputMap.get_action_list("down_p2")[0],
"left_p2": InputMap.get_action_list("left_p2")[0],
"right_p2": InputMap.get_action_list("right_p2")[0],
"speed_p2": InputMap.get_action_list("speed_p2")[0]
}
var AI_DIFFICULTY = {
"EASY": 0,
"MEDIUM": 1,
"HARD": 2,
"QUICK": 3,
"NIGHTMARE": 4
}
func get_randi_update_seed( seed_ref ):
var rand = rand_seed(seed_ref[0])
seed_ref[0] = rand[1]
return rand[0]
func get_penalty_random_slots(penalty_count, seed_ref):
var slots_line_1 = []
var slots_line_2 = []
for i in range( GRID_SIZE.x ):
slots_line_1.append(Vector2( i, 0) )
if( penalty_count > 5 ):
slots_line_2.append(Vector2( i, 1) )
if( penalty_count <= 5 ):
for i in range(6-penalty_count):
var rand = get_randi_update_seed( seed_ref )%slots_line_1.size()
slots_line_1.remove(rand)
else:
for i in range(1):
var rand = get_randi_update_seed( seed_ref )%slots_line_1.size()
slots_line_1.remove(rand)
penalty_count-=5
for i in range(6-penalty_count):
var rand = get_randi_update_seed( seed_ref )%slots_line_2.size()
slots_line_2.remove(rand)
for i in range(slots_line_2.size()):
slots_line_1.append(slots_line_2[i])
return slots_line_1
func _ready():
pass