Merge branch 'main' of clone.gloom.garden:puregarlic/ld58-collector into main-menu

This commit is contained in:
vandomej 2025-10-05 22:13:24 -07:00
commit 02a89aa068
12 changed files with 137 additions and 23 deletions

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@ -4,6 +4,9 @@ class_name GameManager extends Node2D
@export var desk: Desk @export var desk: Desk
@export var turn_manager: TurnManager @export var turn_manager: TurnManager
signal lost
signal won
var paintings_sold = 0 var paintings_sold = 0
@export var paintings_total = 7 @export var paintings_total = 7
@ -31,36 +34,36 @@ signal new_painting_displayed
func _ready() -> void: func _ready() -> void:
audience_manager.ask_accepted.connect(_handle_ask_accepted) audience_manager.ask_accepted.connect(_handle_ask_accepted)
desk.gavel.gavel_hit.connect(_handle_gavel_hit) desk.gavel.gavel_hit.connect(_handle_gavel_hit)
#paintings_total = randi_range(7,10) #paintings_total = randi_range(7,10)
target_sales = randi_range(2,5) * sales_magnitude target_sales = randi_range(2,5) * sales_magnitude
var new_painting = 0 var new_painting = 0
var new_painting_value: int var new_painting_value: int
while new_painting < paintings_total: while new_painting < paintings_total:
new_painting_value = (target_sales/randf_range(paintings_total - 2, paintings_total + 2)) new_painting_value = (target_sales/randf_range(paintings_total - 2, paintings_total + 2))
new_painting_value = snappedi(new_painting_value, single_painting_magnitude) new_painting_value = snappedi(new_painting_value, single_painting_magnitude)
print(str(new_painting_value)) print(str(new_painting_value))
paintings.append(new_painting_value) paintings.append(new_painting_value)
new_painting += 1 new_painting += 1
print(paintings) print(paintings)
print("You have " + str(paintings_total) + " paintings. Sell them for at least $" + str(target_sales) + " or face the consequences!") print("You have " + str(paintings_total) + " paintings. Sell them for at least $" + str(target_sales) + " or face the consequences!")
print("Hit the gavel and input the starting price to begin!") print("Hit the gavel and input the starting price to begin!")
DisplayServer.tts_speak("You have " + str(paintings_total) + " paintings. Sell them fast for at least $" + str(target_sales) + " or face the consequences!", turn_manager.voice_id, turn_manager.tts_volume, turn_manager.tts_pitch) DisplayServer.tts_speak("You have " + str(paintings_total) + " paintings. Sell them fast for at least $" + str(target_sales) + " or face the consequences!", turn_manager.voice_id, turn_manager.tts_volume, turn_manager.tts_pitch)
DisplayServer.tts_speak("Hit the gavel and input the starting price to begin!", turn_manager.voice_id, turn_manager.tts_volume, turn_manager.tts_pitch) DisplayServer.tts_speak("Hit the gavel and input the starting price to begin!", turn_manager.voice_id, turn_manager.tts_volume, turn_manager.tts_pitch)
next_painting(0) next_painting(0)
#build out the initialization process, which should: #build out the initialization process, which should:
# -- generate paintings and assign values # -- generate paintings and assign values
# -- start the turn timer/auction timer # -- start the turn timer/auction timer
# ---- also add an auction timer # ---- also add an auction timer
# -- have tts announcement of starting bid and start of auction # -- have tts announcement of starting bid and start of auction
func _handle_gavel_hit(): func _handle_gavel_hit():
if state == bidding_state.CLOSED: if state == bidding_state.CLOSED:
@ -81,7 +84,7 @@ func _handle_gavel_hit():
(print(str(state))) (print(str(state)))
else: else:
end_auction() end_auction()
else: else:
pass pass
@ -101,7 +104,7 @@ func next_painting(a: int):
$NextPainting.play() $NextPainting.play()
starting_price = paintings[a] starting_price = paintings[a]
current_bid = 0 current_bid = 0
# will need to add animation/image swap # will need to add animation/image swap
new_painting_displayed.emit() new_painting_displayed.emit()

26
hotline_miami.gd Normal file
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@ -0,0 +1,26 @@
extends Node2D
@export var viewport_x_div: float
@export var viewport_y_div: float
@export var x_offset: float = 0.0
var sway_amplitude = 20
var sway_speed = 1.0
var tilt_amplitude = 0.1
var tilt_lerp_speed = 5.0
var time := 0.0
var base_position := Vector2.ZERO
func _ready():
var viewport_size = get_viewport_rect().size
base_position = Vector2(viewport_size.x / viewport_x_div + x_offset, viewport_size.y / viewport_y_div)
position = base_position
func _process(delta):
time += delta
var sway_offset = sin(time * sway_speed) * sway_amplitude
position.x = base_position.x + sway_offset
var sway_velocity = cos(time * sway_speed) * sway_speed
var target_rotation = clamp(sway_velocity * tilt_amplitude, -tilt_amplitude, tilt_amplitude)
rotation = lerp(rotation, target_rotation, delta * tilt_lerp_speed)

1
hotline_miami.gd.uid Normal file
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@ -0,0 +1 @@
uid://bmn6cds78753q

BIN
loss.ogg Normal file

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loss.ogg.import Normal file
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@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://b5r5846lmi31v"
path="res://.godot/imported/loss.ogg-a53eed42c0a67db7c9fc2938cae26881.oggvorbisstr"
[deps]
source_file="res://loss.ogg"
dest_files=["res://.godot/imported/loss.ogg-a53eed42c0a67db7c9fc2938cae26881.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@ -47,6 +47,7 @@ texture = ExtResource("3_272bh")
position = Vector2(1075, 130) position = Vector2(1075, 130)
[node name="GameManager" type="Node2D" parent="." node_paths=PackedStringArray("audience_manager", "desk", "turn_manager", "current_bid_display")] [node name="GameManager" type="Node2D" parent="." node_paths=PackedStringArray("audience_manager", "desk", "turn_manager", "current_bid_display")]
unique_name_in_owner = true
script = ExtResource("1_ig7tw") script = ExtResource("1_ig7tw")
audience_manager = NodePath("../AudienceManager") audience_manager = NodePath("../AudienceManager")
desk = NodePath("../Desk") desk = NodePath("../Desk")

28
score_screen.gd Normal file
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@ -0,0 +1,28 @@
extends Node2D
signal restart_game
var input_received = false
func _ready() -> void:
win()
func win():
$MorshoReactManager/MorshoHappy.visible = true
$MorshoReactManager/MorshoAngry.visible = false
%WinLossAudioPlayer.stream = load("res://win.ogg")
%WinLossAudioPlayer.play()
func lose():
$MorshoReactManager/MorshoAngry.visible = true
$MorshoReactManager/MorshoHappy.visible = false
%WinLossAudioPlayer.stream = load("res://loss.ogg")
%WinLossAudioPlayer.play()
func _input(event):
if input_received:
return
if event is InputEventKey or event is InputEventMouseButton:
input_received = true
emit_signal("restart_game")

1
score_screen.gd.uid Normal file
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@ -0,0 +1 @@
uid://cp71ivjeuuaaf

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@ -1,10 +1,13 @@
[gd_scene load_steps=4 format=3 uid="uid://bcnpjrwddi5h8"] [gd_scene load_steps=6 format=3 uid="uid://bcnpjrwddi5h8"]
[ext_resource type="Theme" uid="uid://d2rlcffg7nguy" path="res://menus.tres" id="1_3r2db"] [ext_resource type="Theme" uid="uid://d2rlcffg7nguy" path="res://menus.tres" id="1_3r2db"]
[ext_resource type="Script" uid="uid://cp71ivjeuuaaf" path="res://score_screen.gd" id="1_cyy7t"]
[ext_resource type="Texture2D" uid="uid://cabsfveh1oc6i" path="res://assets/menus/final score/morshu-happy-large.png" id="1_juxjb"] [ext_resource type="Texture2D" uid="uid://cabsfveh1oc6i" path="res://assets/menus/final score/morshu-happy-large.png" id="1_juxjb"]
[ext_resource type="Texture2D" uid="uid://d24dlalqmr6r0" path="res://assets/menus/final score/morshu-anger-large.png" id="2_3r2db"] [ext_resource type="Texture2D" uid="uid://d24dlalqmr6r0" path="res://assets/menus/final score/morshu-anger-large.png" id="2_3r2db"]
[ext_resource type="Script" path="res://hotline_miami.gd" id="4_joumd"]
[node name="ScoreScreen" type="Node2D"] [node name="ScoreScreen" type="Node2D"]
script = ExtResource("1_cyy7t")
[node name="Control" type="Control" parent="."] [node name="Control" type="Control" parent="."]
layout_mode = 3 layout_mode = 3
@ -37,9 +40,12 @@ horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="MorshoReactManager" type="Node2D" parent="."] [node name="MorshoReactManager" type="Node2D" parent="."]
texture_filter = 1
position = Vector2(870, 360) position = Vector2(870, 360)
rotation = 0.20420352
scale = Vector2(2.5, 2.5) scale = Vector2(2.5, 2.5)
script = ExtResource("4_joumd")
viewport_x_div = 1.5
viewport_y_div = 2.0
[node name="MorshoHappy" type="Sprite2D" parent="MorshoReactManager"] [node name="MorshoHappy" type="Sprite2D" parent="MorshoReactManager"]
texture = ExtResource("1_juxjb") texture = ExtResource("1_juxjb")
@ -47,3 +53,6 @@ texture = ExtResource("1_juxjb")
[node name="MorshoAngry" type="Sprite2D" parent="MorshoReactManager"] [node name="MorshoAngry" type="Sprite2D" parent="MorshoReactManager"]
visible = false visible = false
texture = ExtResource("2_3r2db") texture = ExtResource("2_3r2db")
[node name="WinLossAudioPlayer" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true

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win.ogg Normal file

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win.ogg.import Normal file
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@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://2g0mcrbwnkfc"
path="res://.godot/imported/win.ogg-925680d4a92658a999b17dd5ae4db057.oggvorbisstr"
[deps]
source_file="res://win.ogg"
dest_files=["res://.godot/imported/win.ogg-925680d4a92658a999b17dd5ae4db057.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@ -2,7 +2,6 @@ extends Control
enum GameState { MAIN_MENU, GAME, LOSS, WIN } enum GameState { MAIN_MENU, GAME, LOSS, WIN }
var current_game_state: GameState = GameState.MAIN_MENU var current_game_state: GameState = GameState.MAIN_MENU
var manager
var main_menu_scene = preload("res://main_menu.tscn") var main_menu_scene = preload("res://main_menu.tscn")
var game_scene = preload("res://main.tscn") var game_scene = preload("res://main.tscn")
@ -16,41 +15,49 @@ func transition(new_state: GameState):
if new_state == GameState.MAIN_MENU: if new_state == GameState.MAIN_MENU:
var main_menu_instance = main_menu_scene.instantiate() var main_menu_instance = main_menu_scene.instantiate()
add_child(main_menu_scene) add_child(main_menu_instance)
elif new_state == GameState.GAME: elif new_state == GameState.GAME:
var game_instance = game_scene.instantiate() var game_instance = game_scene.instantiate()
add_child(game_instance) add_child(game_instance)
var manager = game_instance.get_node("%GameManager")
manager.lost.connect(_on_loss)
manager.won.connect(_on_win)
elif new_state == GameState.LOSS: elif new_state == GameState.LOSS:
var score_screen_instance = score_screen_scene.instantiate() var score_screen_instance = score_screen_scene.instantiate()
add_child(score_screen_instance) add_child(score_screen_instance)
score_screen_instance.win() score_screen_instance.lose()
score_screen_instance.restart_game.connect(_on_restart)
elif new_state == GameState.WIN: elif new_state == GameState.WIN:
pass var score_screen_instance = score_screen_scene.instantiate()
add_child(score_screen_instance)
score_screen_instance.win()
score_screen_instance.restart_game.connect(_on_restart)
# Clean up old scene # Clean up old scene
match (current_game_state): match (current_game_state):
GameState.MAIN_MENU: GameState.MAIN_MENU:
var main_menu_instance = $MainMenu var main_menu_instance = $MainMenu
var main_menu_instance.destroy() main_menu_instance.queue_free()
GameState.GAME: GameState.GAME:
var main_instance = $Main var main_instance = $Main
main_instance.destroy() main_instance.queue_free()
GameState.LOSS: GameState.LOSS:
var score_screen_instance = $ScoreScreen var score_screen_instance = $ScoreScreen
score_screen_instance.destroy() score_screen_instance.queue_free()
GameState.WIN: GameState.WIN:
var score_screen_instance = $ScoreScreen var score_screen_instance = $ScoreScreen
score_screen_instance.destroy() score_screen_instance.queue_free()
current_game_state = new_state current_game_state = new_state
func _on_main_menu_interacted(): func _on_main_menu_interacted():
transition(GameState.GAME) transition(GameState.GAME)
add_child(manager)
manager.failed.connect(_on_loss)
func _on_loss(): func _on_loss():
transition(GameState.LOSS) transition(GameState.LOSS)
func _on_win(): func _on_win():
transition(GameState.WIN) transition(GameState.WIN)
func _on_restart():
transition(GameState.GAME)