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- extends Node2D
- ## One level: the core and its rings, the paddle, the balls and the falling power-ups.
- const BALL_SCENE := preload("res://scenes/ball.tscn")
- const POWER_UP_SCENE := preload("res://scenes/power_up.tscn")
- const SUN_BURST_SCENE := preload("res://scenes/sun_burst.tscn")
- const SHIELD_HEIGHT := 6.0 # px above the bottom edge
- const DEBRIS_PIECES := 10
- var level := 0
- ## Set once the level is won or lost; stops power-up drops and collision handling.
- var over := false
- ## When a ball last touched anything (seconds). Long gaps make triple balls more likely.
- var last_touch := 0.0
- var screen := Vector2.ZERO
- ## Balls the shield will still save.
- var shield := 0:
- set(value):
- shield = value
- queue_redraw()
- var _started := 0.0
- var score := 0
- ## Segments broken in a row since a ball last touched the paddle.
- var combo := 0
- ## Screen shake amount, 0 to 1; decays over time.
- var _trauma := 0.0
- @onready var blocks: Blocks = $Blocks
- @onready var paddle: Paddle = $Paddle
- @onready var balls: Node2D = $Balls
- @onready var power_ups: Node2D = $PowerUps
- @onready var alerts: Control = $HUD/Alerts
- @onready var end_menu: Control = $HUD/EndMenu
- @onready var end_message: Label = $HUD/EndMenu/Message
- @onready var end_button: Button = $HUD/EndMenu/Button
- @onready var end_stars: Stars = $HUD/EndMenu/Stars
- @onready var end_score: Label = $HUD/EndMenu/Score
- @onready var score_label: Label = $HUD/Score
- @onready var combo_label: Label = $HUD/Combo
- @onready var camera: Camera2D = $Camera
- func _ready() -> void:
- screen = get_viewport_rect().size
- level = Progress.current_level
- last_touch = _now()
- _started = _now()
- $HUD/Level.text = "Level %d" % level
- paddle.position = Vector2(screen.x / 2.0, screen.y - Params.PADDLE_ALTITUDE - Params.PADDLE_HEIGHT / 2.0)
- # The rings sit centred on screen; when there are many, the core moves up so they keep
- # their thickness and still leave PADDLE_CLEARANCE above the paddle.
- var lowest_ring_edge := paddle.position.y - Params.PADDLE_HEIGHT / 2.0 - Params.PADDLE_CLEARANCE
- var natural_radius := Params.CORE_RADIUS + Params.ring_count(level) * Params.RING_SIZE
- var core_y := clampf(lowest_ring_edge - natural_radius, screen.y * Params.HIGHEST_CORE, screen.y / 2.0)
- blocks.position = Vector2(screen.x / 2.0, core_y)
- blocks.build(level, lowest_ring_edge - core_y)
- paddle.released.connect(_release_caught_balls)
- blocks.segment_broken.connect(_on_segment_broken)
- blocks.exploded.connect(func(_at: Vector2) -> void: _shake(0.5))
- end_button.pressed.connect(_restart)
- _update_score()
- Music.play("game")
- _drop_power_up()
- _drop_triple_balls()
- _add_and_throw_ball()
- func _on_ball_hit(ball: Ball, other: Node) -> void:
- last_touch = _now()
- if over:
- return
- if other is Block:
- var block := other as Block
- match block.strike(ball):
- Block.Hit.BROKE, Block.Hit.DAMAGED:
- $Sounds/Pipe.play()
- Block.Hit.BLOCKED:
- $Sounds/Metal.play()
- if ball.bomb:
- ball.bomb = false
- blocks.explode(ball.global_position, Params.BOMB_RADIUS)
- $Sounds/Bomb.play()
- elif other is Core:
- _win()
- elif other is Paddle:
- combo = 0
- _update_score()
- if paddle.catch_time > 0.0:
- ball.stick_to(paddle, Params.CATCH_HOLD_SECONDS)
- elif ball.velocity.y < 0.0:
- ball.aim_from(paddle)
- elif other.is_in_group("bottom"):
- if shield > 0:
- shield -= 1
- _alert(Params.MSG_SHIELD_USED)
- $Sounds/Metal.play()
- else:
- _lose_ball(ball)
- func _on_power_up_collected(kind: PowerUp.Kind) -> void:
- if over:
- return
- var live := _live_balls()
- match kind:
- PowerUp.Kind.TRIPLE_BALLS:
- _alert(Params.MSG_TRIPLE_BALLS)
- for i in 3 - live.size():
- _add_and_throw_ball()
- PowerUp.Kind.PADDLE:
- if randf() < 0.5:
- _alert(Params.MSG_DOUBLE_PADDLE)
- paddle.double_size()
- else:
- _alert(Params.MSG_HALF_PADDLE)
- paddle.half_size()
- PowerUp.Kind.SUPERBALL:
- if blocks.has_unbreakable() and not live.is_empty():
- _alert(Params.MSG_SUPER_BALL)
- live[0].superball = true
- PowerUp.Kind.SLOW:
- _alert(Params.MSG_SLOW)
- for ball: Ball in live:
- ball.set_time_scale(Params.SLOW_SCALE, Params.SLOW_SECONDS)
- PowerUp.Kind.RUSH:
- _alert(Params.MSG_RUSH)
- for ball: Ball in live:
- ball.set_time_scale(Params.RUSH_SCALE, Params.RUSH_SECONDS)
- PowerUp.Kind.CATCH:
- _alert(Params.MSG_CATCH)
- paddle.set_catch(Params.CATCH_SECONDS)
- PowerUp.Kind.SHIELD:
- _alert(Params.MSG_SHIELD)
- shield = Params.SHIELD_CHARGES
- PowerUp.Kind.BIG_BALL:
- _alert(Params.MSG_BIG_BALL)
- for ball: Ball in live:
- ball.set_big(Params.BIG_BALL_SECONDS)
- PowerUp.Kind.FIREBALL:
- _alert(Params.MSG_FIREBALL)
- for ball: Ball in live:
- ball.set_fire(Params.FIREBALL_SECONDS)
- PowerUp.Kind.LASER:
- _alert(Params.MSG_LASER)
- paddle.set_laser(Params.LASER_SECONDS)
- PowerUp.Kind.FREEZE:
- _alert(Params.MSG_FREEZE)
- blocks.freeze(Params.FREEZE_SECONDS)
- PowerUp.Kind.BOMB:
- _alert(Params.MSG_BOMB)
- if not live.is_empty():
- live[0].bomb = true
- PowerUp.Kind.HOMING:
- _alert(Params.MSG_HOMING)
- for ball: Ball in live:
- ball.set_homing(Params.HOMING_SECONDS)
- func _release_caught_balls() -> void:
- for ball: Ball in _live_balls():
- if ball.is_stuck_to(paddle):
- ball.release()
- ## Score, combo and debris for every segment that breaks, however it broke.
- func _on_segment_broken(block: Block) -> void:
- if over:
- return
- combo += 1
- var points := Params.POINTS_PER_BREAK * _multiplier()
- score += points
- _update_score()
- var at := block.center()
- _debris(at, block.color)
- _popup(at, "+%d" % points, Params.COLOR_ORANGE if _multiplier() > 1 else Color.WHITE)
- _shake(0.12)
- func _multiplier() -> int:
- return mini(Params.MAX_COMBO, 1 + combo / Params.BREAKS_PER_COMBO_STEP)
- func _update_score() -> void:
- score_label.text = str(score)
- combo_label.text = "x%d combo" % _multiplier() if _multiplier() > 1 else ""
- func _lose_ball(ball: Ball) -> void:
- $Sounds/Bomb.play()
- _burst(ball.global_position)
- _shake(0.6)
- ball.queue_free()
- if _live_balls().is_empty():
- over = true
- _clear_play_field()
- end_message.text = Params.MSG_OVER
- end_message.show()
- end_stars.hide()
- end_score.text = "Score %d" % score
- end_button.text = Params.MSG_RESTART
- end_menu.show()
- func _win() -> void:
- over = true
- $Sounds/Win.play()
- _shake(0.8)
- var seconds := _now() - _started
- var par := Params.par_seconds(level)
- var stars := 3 if seconds <= par else (2 if seconds <= 2.0 * par else 1)
- _clear_play_field()
- await blocks.core.explode()
- Progress.save_stars(level, stars)
- var best := Progress.save_best_score(score)
- end_message.text = Params.MSG_LEVEL_DONE % level
- end_message.show()
- end_stars.show()
- end_stars.reveal(stars)
- end_score.text = ("New best! " if best else "") + "Score %d" % score
- level += 1
- Progress.save_level(level)
- end_button.text = Params.MSG_NEXT_LEVEL
- end_menu.show()
- ## Restarts at the current level (the next one after a win).
- func _restart() -> void:
- Progress.current_level = level
- get_tree().reload_current_scene()
- func _clear_play_field() -> void:
- for node in balls.get_children() + power_ups.get_children():
- node.queue_free()
- paddle.queue_free()
- shield = 0
- func _add_and_throw_ball() -> void:
- if paddle.is_queued_for_deletion():
- return
- var ball: Ball = BALL_SCENE.instantiate()
- ball.position = paddle.position + Vector2(0, -Params.PADDLE_HEIGHT / 2.0 - Params.BALL_RADIUS - 1.0)
- ball.target = blocks.core
- ball.max_speed = Params.max_ball_speed(level)
- ball.hit.connect(_on_ball_hit)
- balls.add_child(ball)
- ball.throw(Params.launch_speed(level))
- func _live_balls() -> Array:
- return balls.get_children().filter(func(ball: Node) -> bool: return not ball.is_queued_for_deletion())
- # Power-up drops. Each one rolls its chance, then reschedules itself.
- func _drop_power_up() -> void:
- if over:
- return
- if randf() < Params.power_up_chance(level):
- var kind := _pick_power_up()
- if kind >= 0:
- _spawn_power_up(kind as PowerUp.Kind)
- _schedule(_drop_power_up)
- ## Weighted pick among the power-ups that can drop right now; -1 if none can.
- func _pick_power_up() -> int:
- var kinds: Array[int] = []
- var weights: Array[float] = []
- for kind: int in PowerUp.KINDS:
- var w := PowerUp.weight(kind as PowerUp.Kind, level)
- # A super ball only helps while something unbreakable is left.
- if kind == PowerUp.Kind.SUPERBALL and not blocks.has_unbreakable():
- w = 0.0
- if w > 0.0:
- kinds.append(kind)
- weights.append(w)
- var roll: float = randf() * weights.reduce(func(sum: float, w: float) -> float: return sum + w, 0.0)
- for i in kinds.size():
- roll -= weights[i]
- if roll <= 0.0:
- return kinds[i]
- return -1
- func _drop_triple_balls() -> void:
- if over:
- return
- var idle := _now() - last_touch
- if randf() < idle * Params.DROP_TRIPLE_BALL:
- last_touch = _now()
- if _live_balls().size() < 3:
- _spawn_power_up(PowerUp.Kind.TRIPLE_BALLS)
- _schedule(_drop_triple_balls)
- func _schedule(callback: Callable) -> void:
- var interval := Params.POWER_UP_INTERVAL
- var delay := interval + randf_range(-1.0, 1.0) * interval / 4.0
- get_tree().create_timer(delay).timeout.connect(callback)
- func _spawn_power_up(kind: PowerUp.Kind) -> void:
- var power_up: PowerUp = POWER_UP_SCENE.instantiate()
- power_up.kind = kind
- power_up.position = Vector2(randf_range(PowerUp.RADIUS, screen.x - PowerUp.RADIUS), PowerUp.RADIUS + 1.0)
- # Collected inside a physics callback, where bodies can't be added or resized
- # (triple balls, paddle size, big ball): apply it once physics is done.
- power_up.collected.connect(_on_power_up_collected, CONNECT_DEFERRED)
- power_ups.add_child(power_up)
- func _alert(text: String) -> void:
- var label := Label.new()
- label.text = text
- label.add_theme_font_size_override("font_size", 40)
- label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
- label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
- label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
- label.mouse_filter = Control.MOUSE_FILTER_IGNORE
- alerts.add_child(label)
- label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
- var tween := label.create_tween()
- tween.tween_property(label, "modulate:a", 0.0, 3.0)
- tween.tween_callback(label.queue_free)
- ## Chips flying off a broken segment, in its colour.
- func _debris(at: Vector2, color: Color) -> void:
- var debris := CPUParticles2D.new()
- debris.position = at
- debris.one_shot = true
- debris.amount = DEBRIS_PIECES
- debris.lifetime = 0.6
- debris.explosiveness = 1.0
- debris.spread = 180.0
- debris.gravity = Vector2(0, 600)
- debris.initial_velocity_min = 60.0
- debris.initial_velocity_max = 180.0
- debris.scale_amount_min = 3.0
- debris.scale_amount_max = 5.0
- debris.color = color
- var fade := Gradient.new()
- fade.set_color(0, Color.WHITE)
- fade.set_color(1, Color(1, 1, 1, 0))
- debris.color_ramp = fade
- debris.finished.connect(debris.queue_free)
- add_child(debris)
- debris.emitting = true
- ## Points floating up from where a segment broke.
- func _popup(at: Vector2, text: String, color: Color) -> void:
- var label := Label.new()
- label.text = text
- label.add_theme_font_size_override("font_size", 22)
- label.add_theme_color_override("font_color", color)
- label.position = at - Vector2(20, 14)
- label.z_index = 5
- add_child(label)
- var tween := label.create_tween().set_parallel()
- tween.tween_property(label, "position:y", label.position.y - 40.0, 0.7)
- tween.tween_property(label, "modulate:a", 0.0, 0.7).set_delay(0.2)
- tween.chain().tween_callback(label.queue_free)
- func _shake(amount: float) -> void:
- _trauma = minf(1.0, _trauma + amount)
- func _process(delta: float) -> void:
- _trauma = maxf(0.0, _trauma - Params.SHAKE_DECAY * delta)
- var strength := _trauma * _trauma * Params.SHAKE_MAX
- camera.offset = Vector2(randf_range(-1, 1), randf_range(-1, 1)) * strength
- func _burst(at: Vector2) -> void:
- var burst: CPUParticles2D = SUN_BURST_SCENE.instantiate()
- burst.position = at
- add_child(burst)
- func _draw() -> void:
- if shield > 0:
- var y := screen.y - SHIELD_HEIGHT
- draw_line(Vector2(0, y), Vector2(screen.x, y), Color("#f4f4f0"), 4.0, true)
- func _now() -> float:
- return Time.get_ticks_msec() / 1000.0
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