blocks.gd 2.3 KB

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  1. class_name Blocks
  2. extends Node2D
  3. ## The core plus rings of rotating blocks around it, generated from the level number.
  4. const SEGMENTS_PER_RING := 10
  5. const MAX_RING_SPEED := 30.0 # degrees per second
  6. var core: Core
  7. var _rings: Array[Node2D] = []
  8. var _speeds: Array[float] = []
  9. ## Builds the level's rings. Rings are made thinner when needed so they all fit within
  10. ## [param max_radius]; the ring count, and so the difficulty, stays the same.
  11. func build(level: int, max_radius: float) -> void:
  12. var layout := _layout(level)
  13. var size := minf(layout.size, (max_radius - Params.CORE_RADIUS) / layout.rings)
  14. for index in range(layout.rings - 1, -1, -1):
  15. _add_ring(size, index, layout.indestructible_chance)
  16. core = Core.new()
  17. add_child(core)
  18. func _physics_process(delta: float) -> void:
  19. for i in _rings.size():
  20. _rings[i].rotation_degrees += _speeds[i] * delta
  21. ## Ring count, ring thickness and indestructible-block chance for a level. Each level adds
  22. ## a ring or raises the chance; once there are too many rings they restart thinner.
  23. ## Ported as-is from BlocksLayer::setLevel.
  24. static func _layout(level: int) -> Dictionary:
  25. var count := 0
  26. var delta := 15
  27. var size := Params.CORE_RADIUS * 0.75
  28. var rings := 1
  29. var chance := 0.0
  30. var i := 0
  31. while count <= level:
  32. var j := 0
  33. while count <= level and j <= i:
  34. if i + 1 > delta:
  35. delta = int(delta * 1.5)
  36. size /= 1.5
  37. i = 0
  38. rings = i + 1
  39. chance = j * 0.05 / delta * 8.0
  40. count += 1
  41. j += 1
  42. i += 1
  43. return { rings = rings, size = size, indestructible_chance = chance }
  44. func _add_ring(size: float, index: int, indestructible_chance: float) -> void:
  45. var inner := index * size + Params.CORE_RADIUS
  46. var outer := (index + 1) * size + Params.CORE_RADIUS
  47. # Evenly spaced segment boundaries, each jittered so segments have uneven lengths.
  48. var step := TAU / SEGMENTS_PER_RING
  49. var bounds: Array[float] = []
  50. for i in SEGMENTS_PER_RING:
  51. bounds.append(step * i + randf_range(-1.0, 1.0) * 0.45 * step)
  52. bounds.append(bounds[0] + TAU)
  53. var ring := Node2D.new()
  54. for i in SEGMENTS_PER_RING:
  55. var indestructible := indestructible_chance >= randf()
  56. ring.add_child(Block.new(inner, outer, bounds[i], bounds[i + 1], indestructible))
  57. add_child(ring)
  58. _rings.append(ring)
  59. _speeds.append(randf_range(-MAX_RING_SPEED, MAX_RING_SPEED))