Add final progression to tiny sword, fixes and tweeks required

This commit is contained in:
2026-05-15 00:47:38 +02:00
parent 66666defcb
commit 738381a16b
43 changed files with 1127 additions and 339 deletions

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@@ -1,6 +1,8 @@
class_name AlchemyTower
extends Node2D
const UNLOCK_GOAL_ID: StringName = &"gold_2M_food_200k_wood_200k"
## Emitted when production progress changes (0.0 to 1.0)
signal production_progress_updated(progress: float)
## Emitted when magic gold balance changes
@@ -16,6 +18,8 @@ signal production_completed(amount: BigNumber)
## Reference to game state
@onready var game_state: LevelGameState = find_parent("LevelGameState")
@onready var _alchemy_currencies_panel: AlchemyCurrenciesPanel = $AlchemyCurrenciesPanel
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
## Current production state
var production_time_elapsed: float = 0.0
@@ -36,17 +40,23 @@ func _ready() -> void:
# Initialize production time
current_production_time = data.base_production_time_seconds
# Register this tower as an available generator
game_state.set_generator_available(get_generator_id(), true)
# Hide tower until unlock goal is completed
_sprite.visible = false
_area.monitoring = false
# Connect to magic gold balance changes
game_state.currency_changed.connect(_on_currency_changed)
game_state.goal_completed.connect(_on_goal_completed)
# Connect panel signals if available
if alchemy_panel:
alchemy_panel.craft_requested.connect(_on_craft_requested)
alchemy_panel.alchemy_workers_changed.connect(_on_alchemy_workers_changed)
# If goal was already completed in a previous session, unlock immediately
if game_state.is_goal_completed(UNLOCK_GOAL_ID):
_unlock_tower()
# Initial progress update
production_progress_updated.emit(0.0)
@@ -200,3 +210,15 @@ func _on_area_2d_mouse_entered() -> void:
func _on_area_2d_mouse_exited() -> void:
_alchemy_currencies_panel.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == UNLOCK_GOAL_ID:
_unlock_tower()
func _unlock_tower() -> void:
_sprite.visible = true
_area.monitoring = true
game_state.set_generator_available(get_generator_id(), true)
game_state.register_generator(get_generator_id(), true, true, 1)

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@@ -26,10 +26,10 @@ shape = SubResource("RectangleShape2D_8pntr")
[node name="AlchemyCurrenciesPanel" parent="." unique_id=731368154 instance=ExtResource("2_8pntr")]
visible = false
offset_left = 65.0
offset_top = -75.0
offset_right = 65.0
offset_bottom = -75.0
offset_left = 44.0
offset_top = -81.0
offset_right = 444.0
offset_bottom = 219.0
currency = ExtResource("7_b8p5n")
craft_recipes = ExtResource("5_recipes")

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cx11iodvbcfb1"
path="res://.godot/imported/Barracks.png-6c10bd8efd919b8eb03e40d568e18cf1.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://docs/gyms/tiny_sword/buildings/barracks/Barracks.png"
dest_files=["res://.godot/imported/Barracks.png-6c10bd8efd919b8eb03e40d568e18cf1.ctex"]
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process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,25 @@
extends Node2D
const UNLOCK_GOAL_ID: StringName = &"gold_50M_food_5M_wood_5M"
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
@onready var _game_state: LevelGameState = find_parent("LevelGameState")
func _ready() -> void:
_sprite.visible = false
_area.monitoring = false
_game_state.goal_completed.connect(_on_goal_completed)
if _game_state.is_goal_completed(UNLOCK_GOAL_ID):
_unlock()
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == UNLOCK_GOAL_ID:
_unlock()
func _unlock() -> void:
_sprite.visible = true
_area.monitoring = true

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@@ -0,0 +1 @@
uid://xk7d3maod6uc

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@@ -0,0 +1,40 @@
[gd_scene format=3 uid="uid://cyvijgwj6l8vg"]
[ext_resource type="PackedScene" uid="uid://jeoiinukrrsp" path="res://core/generator/currency_generator.tscn" id="1_gen"]
[ext_resource type="Script" uid="uid://xk7d3maod6uc" path="res://docs/gyms/tiny_sword/buildings/barracks/barracks.gd" id="1_script"]
[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/unit.tres" id="2_unit"]
[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/buildings/barracks/barracks_generator.tres" id="3_data"]
[ext_resource type="Texture2D" uid="uid://cx11iodvbcfb1" path="res://docs/gyms/tiny_sword/buildings/barracks/Barracks.png" id="4_ud3ae"]
[ext_resource type="PackedScene" uid="uid://ckos7f22pnmyh" path="res://core/generator/generator_container.tscn" id="5_panel"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_barracks"]
size = Vector2(160, 175)
[node name="Barracks" type="Node2D" unique_id=1061432510]
script = ExtResource("1_script")
[node name="CurrencyGenerator" parent="." unique_id=427948318 node_paths=PackedStringArray("info_generator_container") instance=ExtResource("1_gen")]
currency = ExtResource("2_unit")
data = ExtResource("3_data")
press_buys_generator = false
info_generator_container = NodePath("../GeneratorContainer")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=1503773416]
texture = ExtResource("4_ud3ae")
[node name="Area2D" type="Area2D" parent="." unique_id=1808028142]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=614030143]
position = Vector2(1, 19.5)
shape = SubResource("RectangleShape2D_barracks")
[node name="GeneratorContainer" parent="." unique_id=1905754561 node_paths=PackedStringArray("_generator") instance=ExtResource("5_panel")]
visible = false
offset_left = 138.0
offset_top = -100.0
offset_right = 402.0
offset_bottom = 110.0
_generator = NodePath("../CurrencyGenerator")
[connection signal="mouse_entered" from="Area2D" to="CurrencyGenerator" method="_on_area_2d_mouse_entered"]
[connection signal="mouse_exited" from="Area2D" to="CurrencyGenerator" method="_on_area_2d_mouse_exited"]

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@@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="CurrencyGeneratorData" format=3]
[ext_resource type="Script" path="res://core/generator/currency_generator_data.gd" id="1_data"]
[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/worker.tres" id="2_worker"]
[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/goals/gold_50M_food_5M_wood_5M_goal.tres" id="3_goal"]
[resource]
script = ExtResource("1_data")
id = &"barracks"
name = "Barracks"
starts_unlocked = false
starts_available = false
initial_owned = 1
purchase_currency = ExtResource("2_worker")
unlock_goal = ExtResource("3_goal")
initial_cost = 1.0
coefficient = 1.0
initial_productivity = 1.0

View File

@@ -1,20 +1,26 @@
extends Node2D
const PRESTIGE_GOAL_ID: StringName = &"gold_350k_wood_20k"
@onready var _prestige_panel: PrestigePanel = $PrestigePanel
@onready var game_state: LevelGameState = find_parent("LevelGameState")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
if game_state:
game_state.goal_completed.connect(_on_goal_completed)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_area_2d_mouse_entered() -> void:
## TODO: remove this comment to enable prestige panel
#_prestige_panel.visible = true
pass
if game_state and game_state.is_goal_completed(PRESTIGE_GOAL_ID):
_prestige_panel.visible = true
func _on_area_2d_mouse_exited() -> void:
_prestige_panel.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == PRESTIGE_GOAL_ID:
# Prestige is now unlocked — panel will show on next hover.
pass

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://rpedoq4102to"
path="res://.godot/imported/Castle.png-abe84e074a7668619903091d591ffce7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://docs/gyms/tiny_sword/buildings/devil_idol/Castle.png"
dest_files=["res://.godot/imported/Castle.png-abe84e074a7668619903091d591ffce7.ctex"]
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process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,135 @@
class_name DevilIdol
extends Node2D
const UNLOCK_GOAL_ID: StringName = &"gold_50M_food_5M_wood_5M"
const SAVE_KEY: String = "devil_idol_state"
const HP_KEY: String = "current_hp"
## Emitted when the idol takes damage.
signal idol_damaged(current_hp: BigNumber, max_hp: BigNumber)
## Emitted when the idol is destroyed (one-time win condition).
signal idol_destroyed()
## Maximum HP mantissa.
@export var max_hp_mantissa: float = 1.0
## Maximum HP exponent (default 1e12 = 1 trillion).
@export var max_hp_exponent: int = 12
@onready var game_state: LevelGameState = find_parent("LevelGameState")
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
@onready var _panel: PanelContainer = $IdolPanel
@onready var _hp_value: Label = $IdolPanel/MarginContainer/VBoxContainer/HPValue
@onready var _damage_button: Button = $IdolPanel/MarginContainer/VBoxContainer/DamageButton
@onready var _victory_label: Label = $IdolPanel/MarginContainer/VBoxContainer/VictoryLabel
var _max_hp: BigNumber
var _current_hp: BigNumber
var _is_targetable: bool = false
var _is_destroyed: bool = false
func _ready() -> void:
assert(game_state != null, "DevilIdol: LevelGameState parent not found")
_max_hp = BigNumber.new(max_hp_mantissa, max_hp_exponent)
_current_hp = BigNumber.new(max_hp_mantissa, max_hp_exponent)
# Load persisted HP from save data
_load_state()
# Panel hidden by default; shown on hover if unlocked
_panel.visible = false
_victory_label.visible = false
_damage_button.pressed.connect(_on_damage_button_pressed)
# Connect to goal completion for unlocking
game_state.goal_completed.connect(_on_goal_completed)
# If goal was already completed in a previous session, unlock immediately
if game_state.is_goal_completed(UNLOCK_GOAL_ID):
_unlock_idol()
_update_ui()
func _on_area_2d_mouse_entered() -> void:
if _is_targetable and not _is_destroyed:
_panel.visible = true
func _on_area_2d_mouse_exited() -> void:
_panel.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == UNLOCK_GOAL_ID:
_unlock_idol()
func _unlock_idol() -> void:
_is_targetable = true
func _on_damage_button_pressed() -> void:
if _is_destroyed:
return
var unit_balance: BigNumber = game_state.get_currency_amount_by_id(&"unit")
if unit_balance.mantissa <= 0.0:
return
# Spend all available units as damage
var damage: BigNumber = BigNumber.new(unit_balance.mantissa, unit_balance.exponent)
if game_state.spend_currency_by_id(&"unit", damage):
_current_hp = _current_hp.subtract(damage)
if _current_hp.mantissa <= 0.0:
_current_hp = BigNumber.new(0.0, 0)
_is_destroyed = true
idol_destroyed.emit()
_victory_label.visible = true
_panel.visible = true
idol_damaged.emit(_current_hp, _max_hp)
_save_state()
_update_ui()
func _update_ui() -> void:
if _is_destroyed:
_hp_value.text = "0 / %s — DESTROYED" % _max_hp.to_string_suffix(2)
_damage_button.disabled = true
_damage_button.text = "VICTORY!"
return
var progress_pct: float = 0.0
if _max_hp.mantissa > 0.0:
progress_pct = (1.0 - (_current_hp.mantissa / _max_hp.mantissa)) * pow(10.0, float(_current_hp.exponent - _max_hp.exponent))
progress_pct = clampf(progress_pct * 100.0, 0.0, 100.0)
_hp_value.text = "%s / %s (%.1f%%)" % [_current_hp.to_string_suffix(2), _max_hp.to_string_suffix(2), progress_pct]
var unit_balance: BigNumber = game_state.get_currency_amount_by_id(&"unit")
_damage_button.text = "Send Army (%s units)" % unit_balance.to_string_suffix(2)
_damage_button.disabled = unit_balance.mantissa <= 0.0
func _save_state() -> void:
if game_state == null:
return
var payload: Dictionary = {HP_KEY: _current_hp.serialize()}
game_state.set_external_save_data(SAVE_KEY, payload)
func _load_state() -> void:
if game_state == null:
return
var saved: Dictionary = game_state.get_external_save_data(SAVE_KEY)
if saved.has(HP_KEY):
var raw_hp: Variant = saved.get(HP_KEY)
if raw_hp is Dictionary:
_current_hp = BigNumber.deserialize(raw_hp)
if _current_hp.mantissa <= 0.0:
_current_hp = BigNumber.new(0.0, 0)
_is_destroyed = true
_victory_label.visible = true

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@@ -0,0 +1 @@
uid://blfof77kjp7x0

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@@ -0,0 +1,57 @@
[gd_scene format=3 uid="uid://d1cvlnd5vwjol"]
[ext_resource type="Script" uid="uid://blfof77kjp7x0" path="res://docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://rpedoq4102to" path="res://docs/gyms/tiny_sword/buildings/devil_idol/Castle.png" id="2_g7pcm"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_idol"]
size = Vector2(312, 198)
[node name="DevilIdol" type="Node2D" unique_id=797117647]
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=661703335]
texture = ExtResource("2_g7pcm")
[node name="Area2D" type="Area2D" parent="." unique_id=1812195052]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=1492517397]
position = Vector2(1, 22)
shape = SubResource("RectangleShape2D_idol")
[node name="IdolPanel" type="PanelContainer" parent="." unique_id=906038530]
offset_left = -200.0
offset_top = -120.0
offset_right = 200.0
offset_bottom = -10.0
[node name="MarginContainer" type="MarginContainer" parent="IdolPanel" unique_id=1952977282]
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
[node name="VBoxContainer" type="VBoxContainer" parent="IdolPanel/MarginContainer" unique_id=1214756176]
layout_mode = 2
theme_override_constants/separation = 8
[node name="TitleLabel" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=1268978638]
layout_mode = 2
text = "Devil Idol"
[node name="HPValue" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=529436307]
layout_mode = 2
text = "??? / ???"
[node name="DamageButton" type="Button" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=1565608485]
layout_mode = 2
disabled = true
text = "Send Army"
[node name="VictoryLabel" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=169309796]
layout_mode = 2
text = "THE DEVIL IDOL HAS BEEN DESTROYED!"
horizontal_alignment = 1
[connection signal="mouse_entered" from="Area2D" to="." method="_on_area_2d_mouse_entered"]
[connection signal="mouse_exited" from="Area2D" to="." method="_on_area_2d_mouse_exited"]

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@@ -0,0 +1,25 @@
extends Node2D
const UNLOCK_GOAL_ID: StringName = &"gold_total_1300"
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
@onready var _game_state: LevelGameState = find_parent("LevelGameState")
func _ready() -> void:
_sprite.visible = false
_area.monitoring = false
_game_state.goal_completed.connect(_on_goal_completed)
if _game_state.is_goal_completed(UNLOCK_GOAL_ID):
_unlock()
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == UNLOCK_GOAL_ID:
_unlock()
func _unlock() -> void:
_sprite.visible = true
_area.monitoring = true

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@@ -0,0 +1 @@
uid://dnsblnjy82goo

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@@ -1,6 +1,7 @@
[gd_scene format=3 uid="uid://djedqovgngrx5"]
[ext_resource type="PackedScene" uid="uid://jeoiinukrrsp" path="res://core/generator/currency_generator.tscn" id="1_rvsna"]
[ext_resource type="Script" path="res://docs/gyms/tiny_sword/buildings/farm/farm.gd" id="1_script"]
[ext_resource type="Resource" uid="uid://bxg2au0ijp242" path="res://docs/gyms/tiny_sword/currencies/food.tres" id="2_djlc5"]
[ext_resource type="Resource" uid="uid://d08h51y0pnsnf" path="res://docs/gyms/tiny_sword/buildings/farm/farm_generator.tres" id="3_82rmq"]
[ext_resource type="Texture2D" uid="uid://dfdh8r03sj7qv" path="res://docs/gyms/tiny_sword/buildings/farm/House1.png" id="4_djlc5"]
@@ -10,6 +11,7 @@
size = Vector2(106, 157)
[node name="Farm" type="Node2D" unique_id=283335851]
script = ExtResource("1_script")
[node name="CurrencyGenerator" parent="." unique_id=967969064 node_paths=PackedStringArray("info_generator_container") instance=ExtResource("1_rvsna")]
currency = ExtResource("2_djlc5")

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@@ -1,13 +1,35 @@
extends Node2D
@onready var _generator_container: GeneratorPanel = $GeneratorContainer
const UNLOCK_GOAL_ID: StringName = &"gold_total_13k"
@onready var _generator_container: GeneratorPanel = $GeneratorContainer
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
@onready var _game_state: LevelGameState = find_parent("LevelGameState")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_generator_container.visible = false
_sprite.visible = false
_area.monitoring = false
_game_state.goal_completed.connect(_on_goal_completed)
if _game_state.is_goal_completed(UNLOCK_GOAL_ID):
_unlock()
func _on_area_2d_mouse_entered() -> void:
_generator_container.visible = true
func _on_area_2d_mouse_exited() -> void:
_generator_container.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == UNLOCK_GOAL_ID:
_unlock()
func _unlock() -> void:
_sprite.visible = true
_area.monitoring = true

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@@ -1,14 +1,37 @@
extends Node2D
@onready var _research_panel: ResearchPanel = $ResearchPanel
const RESEARCH_GOAL_ID: StringName = &"gold_350k_wood_20k"
@onready var _research_panel: ResearchPanel = $ResearchPanel
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
@onready var game_state: LevelGameState = find_parent("LevelGameState")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_research_panel.visible = false
_sprite.visible = false
_area.monitoring = false
if game_state:
game_state.goal_completed.connect(_on_goal_completed)
if game_state.is_goal_completed(RESEARCH_GOAL_ID):
_unlock()
func _on_area_2d_mouse_entered() -> void:
_research_panel.visible = true
if game_state and game_state.is_goal_completed(RESEARCH_GOAL_ID):
_research_panel.visible = true
func _on_area_2d_mouse_exited() -> void:
_research_panel.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == RESEARCH_GOAL_ID:
_unlock()
func _unlock() -> void:
_sprite.visible = true
_area.monitoring = true