Browse Source

:truck: Rename Player as Liner

As a Liner may be driven by a human or a bot (in a near future).
DricomDragon 3 years ago
parent
commit
97ea07abe8

godot/Resources/Images/player.png → godot/Resources/Images/liner.png


+ 3 - 3
godot/Resources/Images/player.png.import

@@ -2,15 +2,15 @@
 
 importer="texture"
 type="StreamTexture"
-path="res://.import/player.png-6ba17d820f177a91fb00207b85227e7d.stex"
+path="res://.import/liner.png-de80c4c179246e3b3ca24bd8314b72fb.stex"
 metadata={
 "vram_texture": false
 }
 
 [deps]
 
-source_file="res://Resources/Images/player.png"
-dest_files=[ "res://.import/player.png-6ba17d820f177a91fb00207b85227e7d.stex" ]
+source_file="res://Resources/Images/liner.png"
+dest_files=[ "res://.import/liner.png-de80c4c179246e3b3ca24bd8314b72fb.stex" ]
 
 [params]
 

+ 1 - 1
godot/Scenes/Hub.tscn

@@ -5,5 +5,5 @@
 [node name="Hub" type="Node2D"]
 script = ExtResource( 1 )
 __meta__ = {
-"_editor_description_": "Create players"
+"_editor_description_": "Handle liners setup"
 }

+ 16 - 16
godot/Scenes/Player.tscn

@@ -1,29 +1,29 @@
 [gd_scene load_steps=6 format=2]
 
-[ext_resource path="res://Scripts/Player.gd" type="Script" id=1]
-[ext_resource path="res://Scripts/CharTween.gd" type="Script" id=2]
-[ext_resource path="res://Resources/Images/player.png" type="Texture" id=3]
-[ext_resource path="res://Resources/Images/crash.png" type="Texture" id=4]
+[ext_resource path="res://Scripts/CharTween.gd" type="Script" id=1]
+[ext_resource path="res://Scripts/Liner.gd" type="Script" id=2]
+[ext_resource path="res://Resources/Images/crash.png" type="Texture" id=3]
+[ext_resource path="res://Resources/Images/liner.png" type="Texture" id=4]
 
 [sub_resource type="RectangleShape2D" id=1]
 extents = Vector2( 16, 16 )
 
-[node name="Player" type="Area2D" groups=[
-"players",
+[node name="Liner" type="Area2D" groups=[
+"liners",
 ]]
-script = ExtResource( 1 )
+script = ExtResource( 2 )
 
-[node name="Liner" type="Sprite" parent="."]
+[node name="LinerSprite" type="Sprite" parent="."]
 z_index = 1
-texture = ExtResource( 3 )
+texture = ExtResource( 4 )
 __meta__ = {
 "_edit_lock_": true
 }
 
-[node name="Crash" type="Sprite" parent="."]
+[node name="CrashSprite" type="Sprite" parent="."]
 visible = false
 z_index = 1
-texture = ExtResource( 4 )
+texture = ExtResource( 3 )
 __meta__ = {
 "_edit_lock_": true
 }
@@ -35,12 +35,12 @@ __meta__ = {
 }
 
 [node name="Mover" type="Tween" parent="."]
-script = ExtResource( 2 )
-[connection signal="arena_removed" from="." to="Crash" method="hide"]
-[connection signal="arena_removed" from="." to="Liner" method="show"]
+script = ExtResource( 1 )
+[connection signal="arena_removed" from="." to="CrashSprite" method="hide"]
+[connection signal="arena_removed" from="." to="LinerSprite" method="show"]
 [connection signal="body_entered" from="." to="." method="_on_crash"]
-[connection signal="crash" from="." to="Crash" method="show"]
-[connection signal="crash" from="." to="Liner" method="hide"]
+[connection signal="crash" from="." to="CrashSprite" method="show"]
+[connection signal="crash" from="." to="LinerSprite" method="hide"]
 [connection signal="drift_ended" from="." to="Mover" method="_on_Player_drift_ended"]
 [connection signal="drift_started" from="." to="Mover" method="_on_Player_drift_started"]
 [connection signal="tween_completed" from="Mover" to="." method="_on_move_completed"]

+ 1 - 1
godot/Scripts/CharTween.gd

@@ -1,5 +1,5 @@
 extends Tween
-# Drive moves for player
+# Drive moves for liners
 
 const MINIMAL_DURATION = 0.01
 

+ 17 - 17
godot/Scripts/Game.gd

@@ -15,7 +15,7 @@ var levelIndex = -1
 
 var is_round_won
 
-var _players_connected = false
+var _liners_connected = false
 
 onready var cam = $MainCamera
 onready var start_timer = $StartTimer
@@ -47,20 +47,20 @@ func _unhandled_input(event):
 			get_tree().set_input_as_handled()
 
 
-func connect_players():
-	if _players_connected:
-		push_error("Players are already connected!")
+func connect_liners():
+	if _liners_connected:
+		push_error("Liners are already connected!")
 		return
 
-	for player in get_tree().get_nodes_in_group("players"):
+	for liner in get_tree().get_nodes_in_group("liners"):
 
-		start_timer.connect("timeout", player, "_on_round_start")
-		self.connect("round_won", player, "_on_round_won")
-		self.connect("arena_removed", player, "_on_arena_removed")
+		start_timer.connect("timeout", liner, "_on_round_start")
+		self.connect("round_won", liner, "_on_round_won")
+		self.connect("arena_removed", liner, "_on_arena_removed")
 
-		player.connect("crash", self, "_on_player_crash")
+		liner.connect("crash", self, "_on_liner_crash")
 
-		_players_connected = true
+		_liners_connected = true
 
 
 func load_level(name):
@@ -95,25 +95,25 @@ func create_game():
 	# Put the level far away, the tween will bring it back
 	levelCurrentNode.position.y = 2000
 
-	# Manually spawn players for the first game
+	# Manually spawn liners for the first game
 	if levelOldNode == null:
 		# TODO : remove duplicated code with func _on_swap_completed
 		add_child(levelCurrentNode)
-		spawn_players()
+		spawn_liners()
 		levelSwap.swap_in(levelCurrentNode)
 
 
-func spawn_players():
+func spawn_liners():
 	var spawners = get_tree().get_nodes_in_group("spawn")
 	spawners.shuffle()
 
-	var p = get_tree().get_nodes_in_group("players")
+	var p = get_tree().get_nodes_in_group("liners")
 
 	for k in p.size():
 		p[k].spawn(levelCurrentNode, spawners[k].position, spawners[k].rotation_degrees)
 
 
-func _on_player_crash():
+func _on_liner_crash():
 	if get_tree().get_nodes_in_group("running").size() <= 1 and !is_round_won:
 		emit_signal("round_won")
 		is_round_won = true
@@ -130,7 +130,7 @@ func _on_swap_completed(object, _k):
 		levelOldNode = null
 
 		add_child(levelCurrentNode)
-		spawn_players()
+		spawn_liners()
 		levelSwap.swap_in(levelCurrentNode)
 
 	elif object == levelCurrentNode:
@@ -138,5 +138,5 @@ func _on_swap_completed(object, _k):
 
 
 func _on_hub_finished():
-	connect_players()
+	connect_liners()
 	create_game()

+ 10 - 10
godot/Scripts/Hub.gd

@@ -6,6 +6,8 @@ extends Node2D
 signal hub_finished
 signal input_list_updated
 
+const Liner = preload("res://Scenes/Liner.tscn")
+
 const ACTION_PLAYER_PREFIX = "p"
 const ACTION_LEFT_SUFFIX = "_left"
 const ACTION_RIGHT_SUFFIX = "_right"
@@ -14,7 +16,7 @@ const MAX_PLAYERS = 8
 export var format_player_control = "Player %d > left : %s | right : %s"
 export var format_mouse_button = "MB %s"
 
-export (Array, Color) var playerColors = [
+export (Array, Color) var linerColors = [
 	Color.red,
 	Color.blue,
 	Color.green,
@@ -25,7 +27,6 @@ export (Array, Color) var playerColors = [
 	Color.orange,
 ]
 
-var _playerScene = preload("res://Scenes/Player.tscn")
 var _playerActionsLeft
 var _playerActionsRight
 
@@ -42,24 +43,23 @@ func _ready():
 func _unhandled_input(event):
 	if event.is_pressed() and _hub_enabled:
 		if event.is_action("ui_accept"):
-			if get_tree().get_nodes_in_group("players").size() > 0:
+			if get_tree().get_nodes_in_group("liners").size() > 0:
 				get_tree().set_input_as_handled()
 
 				_hub_enabled = false
 				emit_signal("hub_finished")
 
 		elif event.is_action_type():
-			for pal in _playerActionsLeft:
-				if event.is_action(pal):
-					# Create player
-					var id = _playerActionsLeft.find(pal)
+			for player_action in _playerActionsLeft:
+				if event.is_action(player_action):
+					# Create liner player
+					var id = _playerActionsLeft.find(player_action)
 
-					var player
-					player = _playerScene.instance()
+					var player := Liner.instance()
 					player.turn_left_action = _playerActionsLeft[id]
 					player.turn_right_action = _playerActionsRight[id]
 					player.position = Vector2(id * 100.0, 0.0)
-					player.modulate = playerColors[id]
+					player.modulate = linerColors[id]
 					add_child(player)
 
 					get_tree().set_input_as_handled()

+ 5 - 5
godot/Scripts/Player.gd

@@ -1,5 +1,5 @@
 extends Area2D
-# Handle player logic and events
+# Handle liner logic and events
 
 signal crash
 signal arena_removed
@@ -23,9 +23,9 @@ const cell_half_size = 32
 const LEVEL_SPAWN_DURATION = 2
 
 # State
-var running = false
-var drifting = false
-var landed = false
+var running: bool = false
+var drifting: bool = false
+var landed: bool = false
 
 # Movement
 var posix
@@ -111,7 +111,7 @@ func generate_wall():
 	grid.set_cell(posix - dirx, posiy - diry, 1)
 
 
-func prepare_turn(left_or_right:int):
+func prepare_turn(left_or_right: int):
 	if !running:
 		return
 

+ 6 - 6
godot/Scripts/MainCamera.gd

@@ -1,5 +1,5 @@
 extends Camera2D
-# Handle zoom and move for player tracking
+# Handle zoom and move for keeping focus points in view
 
 export var zoom_border = 100
 
@@ -20,7 +20,7 @@ func _process(_d):
 
 
 func move():
-	if !get_tree().has_group("players"):
+	if !get_tree().has_group("liners"):
 		return
 
 	var running
@@ -28,11 +28,11 @@ func move():
 		running = get_tree().get_nodes_in_group("running")
 
 	if !running or running.size() == 0:
-		# Show every players
-		var players = get_tree().get_nodes_in_group("players")
-		center_on(players)
+		# Show every liners
+		var liners = get_tree().get_nodes_in_group("liners")
+		center_on(liners)
 	else:
-		# Show remaining players only
+		# Show remaining liners only
 		center_on(running)
 
 

+ 1 - 1
godot/project.godot

@@ -23,7 +23,7 @@ _global_script_class_icons={
 config/name="MightyLiners2"
 config/description="Multiplayer game with never-stopping liners."
 run/main_scene="res://Scenes/Game.tscn"
-config/icon="res://Resources/Images/player.png"
+config/icon="res://Resources/Images/liner.png"
 
 [display]