It's Cow Game! Version 2.04!

This commit is contained in:
PajamaBee 2024-09-19 23:06:51 -05:00
commit a9e1ed9ddd
3148 changed files with 95332 additions and 0 deletions

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extends AnimatedSprite2D
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

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extends CharacterBody2D
# BASIC MOVEMENT VARAIABLES ---------------- #
var speed := 500
# GRAVITY ----- #
@export var gravity_acceleration : float = 3840
@export var gravity_max : float = 1020
# JUMP VARAIABLES ------------------- #
@export var jump_force : float = 1400
@export var jump_cut : float = 0.25
@export var jump_gravity_max : float = 500
# All iputs we want to keep track of
func get_input() -> Dictionary:
return {
"jump": Input.is_action_just_pressed("jump") == true,
}
func _physics_process(delta: float) -> void:
x_movement(delta)
jump_logic(delta)
apply_gravity(delta)
move_and_slide()
func is_die():
return false
func x_movement(delta: float) -> void:
velocity.x = 50*speed*delta
#velocity.x = Vector2(velocity.x, 0).move_toward(Vector2(speed,0),1000*delta).x
func jump_logic(_delta: float) -> void:
# Reset our jump requirements
# Jump if grounded, there is jump input, and we aren't jumping already
if get_input()["jump"]:
$Sprite/AnimatedSprite2D.stop()
$Sprite/AnimatedSprite2D.play("default")
velocity.y = -jump_force
func apply_gravity(delta: float) -> void:
var applied_gravity : float = 0
# Normal gravity limit
if velocity.y <= gravity_max:
applied_gravity = gravity_acceleration * delta
# If moving upwards while jumping, the limit is jump_gravity_max to achieve lower gravity
if velocity.y > jump_gravity_max:
applied_gravity = 0
velocity.y += applied_gravity
func _on_area_2d_area_shape_entered(_area_rid, area, _area_shape_index, _local_shape_index):
if area.is_in_group("Death") and speed > 0:
Suspend()
get_node("Explosion").emitting = true
get_node("CanvasLayer/SpilledLabel").visible = true
var timeSurvived = get_parent().timePlayed
var xpReward = int(timeSurvived * 10)
await get_tree().create_timer(1).timeout
get_node("/root/MainGame/CanvasLayer/MessageZone").visible = true
get_node("/root/MainGame/CanvasLayer/MenuBar").visible = true
get_node("/root/MainGame/CanvasLayer/MinimizeMessageZoneButton").visible = true
get_tree().paused = false
LevelManager.add_XP("gaming", xpReward)
get_parent().queue_free() #exit on death
func _on_animated_sprite_2d_animation_looped():
$Sprite/AnimatedSprite2D.stop()
func Suspend():
speed = 0
$Camera2D/sun.speed = 0
gravity_acceleration = 0
velocity = Vector2(0,0)
jump_force = 0

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[gd_scene load_steps=10 format=3 uid="uid://bfijgdkhe4s1p"]
[ext_resource type="Script" path="res://MiniGames/FlappyCow/Player/FlappyCow.gd" id="1_pmws3"]
[ext_resource type="Script" path="res://MiniGames/FlappyCow/Player/Sprite.gd" id="2_i7lbn"]
[ext_resource type="Texture2D" uid="uid://ombwk8f3srit" path="res://MiniGames/FlappyCow/Art/cowwing1.png" id="3_jtwbd"]
[ext_resource type="Texture2D" uid="uid://dqjxanyewvtkd" path="res://MiniGames/FlappyCow/Art/cowwing2.png" id="4_8f7l2"]
[sub_resource type="Animation" id="3"]
resource_name = "Jump"
length = 0.3
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.3),
"transitions": PackedFloat32Array(1.68179, 1, 1),
"update": 0,
"values": [Vector2(1, 1), Vector2(0.8, 1.2), Vector2(1, 1)]
}
[sub_resource type="Animation" id="4"]
resource_name = "Land"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(0.241484, 1, 1),
"update": 0,
"values": [Vector2(1, 1), Vector2(1.4, 1), Vector2(1, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_1lb64"]
_data = {
"Jump": SubResource("3"),
"Land": SubResource("4")
}
[sub_resource type="SpriteFrames" id="SpriteFrames_vllpg"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("3_jtwbd")
}, {
"duration": 5.0,
"texture": ExtResource("4_8f7l2")
}],
"loop": true,
"name": &"default",
"speed": 30.0
}]
[sub_resource type="Gradient" id="Gradient_10mlp"]
[node name="Player" type="CharacterBody2D" groups=["Player"]]
z_index = 10
collision_mask = 14
floor_snap_length = 16.0
script = ExtResource("1_pmws3")
[node name="Sprite" type="Node2D" parent="."]
position = Vector2(0, 8)
script = ExtResource("2_i7lbn")
player_path = NodePath("..")
[node name="AnimationPlayer" type="AnimationPlayer" parent="Sprite"]
libraries = {
"": SubResource("AnimationLibrary_1lb64")
}
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Sprite"]
z_index = 101
z_as_relative = false
sprite_frames = SubResource("SpriteFrames_vllpg")
flip_h = true
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Area2D"]
polygon = PackedVector2Array(33, 59, 82, -23, 70, -42, 23, -41, 14, -11, -72, -4, -79, 58)
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PackedVector2Array(33, 59, 82, -23, 70, -42, 23, -41, 14, -11, -72, -4, -79, 58)
[node name="Explosion" type="CPUParticles2D" parent="."]
emitting = false
amount = 100
one_shot = true
explosiveness = 0.86
randomness = 0.41
spread = 180.0
gravity = Vector2(0, 0)
initial_velocity_min = 25.0
initial_velocity_max = 142.0
angular_velocity_max = 360.0
linear_accel_max = 53.33
radial_accel_max = 13.33
scale_amount_min = 7.85
scale_amount_max = 9.65
color = Color(0.909804, 0.054902, 0, 1)
color_ramp = SubResource("Gradient_10mlp")
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="SpilledLabel" type="Label" parent="CanvasLayer"]
visible = false
offset_left = -29.0
offset_top = 195.0
offset_right = 941.0
offset_bottom = 373.0
theme_override_colors/font_color = Color(1, 0, 0, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 9
theme_override_constants/line_spacing = 0
theme_override_font_sizes/font_size = 62
text = "I SPIL MY JICE MODS
HELP HELP HELP HEP HELP HELP"
horizontal_alignment = 1
[connection signal="animation_finished" from="Sprite/AnimatedSprite2D" to="." method="_on_animated_sprite_2d_animation_finished"]
[connection signal="animation_looped" from="Sprite/AnimatedSprite2D" to="." method="_on_animated_sprite_2d_animation_looped"]
[connection signal="area_shape_entered" from="Area2D" to="." method="_on_area_2d_area_shape_entered"]
[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]

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extends Node2D
@export var player_path : NodePath
@onready var Player := get_node(player_path)
@onready var Animator := $AnimationPlayer
var previous_frame_velocity := Vector2(0,0)
# Avoid errors
func _ready() -> void:
if Player == null:
print("Sprite.gd is missing player_path")
set_process(false)
func _process(_delta: float) -> void:
if previous_frame_velocity.y >= 0 and Player.velocity.y < 0:
Animator.play("Jump")
elif previous_frame_velocity.y > 0 and Player.is_on_floor():
Animator.play("Land")
# It's important that this is the last thing done
previous_frame_velocity = Player.velocity

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[gd_scene load_steps=2 format=3 uid="uid://lrbobe03y04y"]
[ext_resource type="Script" path="res://Flappycow/ScreenCamera/ScreenCamera.gd" id="1_twjag"]
[node name="ScreenCamera" type="Camera2D"]
script = ExtResource("1_twjag")

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extends Sprite2D
@export var speed = 100
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var velocity = Vector2(speed,0)
var motion = velocity * delta
position += motion

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extends Sprite2D
@export var speed = -10
var y_pos
# Called when the node enters the scene tree for the first time.
func _ready():
y_pos = position.y
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var cameraPos = get_parent().get_screen_center_position()
var velocity = Vector2(speed,0)
global_position.y = 150
var motion = velocity * delta
position += motion

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[gd_scene load_steps=4 format=3 uid="uid://dxeva15lnv7wm"]
[ext_resource type="Texture2D" uid="uid://dxtx8htjdu1mh" path="res://Art/TilesetOf5.png" id="1"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_aiwi6"]
texture = ExtResource("1")
texture_region_size = Vector2i(256, 256)
1:1/0 = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-128, -128, 128, -128, 128, 128, -128, 128)
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(128, -128, 128, 128, -128, 128)
2:0/0 = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-128, -128, -128, 128, 128, 128)
2:2/0 = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-128, -128, 128, -128, -128, 128)
0:2/0 = 0
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/0/physics_layer_0/angular_velocity = 0.0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-128, -128, 128, -128, 128, 128)
[sub_resource type="TileSet" id="10"]
tile_size = Vector2i(256, 256)
occlusion_layer_0/light_mask = 1
physics_layer_0/collision_layer = 2
sources/0 = SubResource("TileSetAtlasSource_aiwi6")
[node name="TileMap" type="TileMap"]
tile_set = SubResource("10")
format = 2

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extends Node2D
@export var wall_count : float = 17
@export var max_vert_diff : float = 300
@export var wall_dist : float = 800
var vert_total : float = 300
var vert_max : float = 710
var rng = RandomNumberGenerator.new()
# Called when the node enters the scene tree for the first time.
func _ready():
if wall_count > 0:
var copy = self.duplicate()
copy.position.x = wall_dist
var dist = rng.randf_range(-max_vert_diff, max_vert_diff)
if vert_total <= 40: dist += 50
if vert_total >= 670: dist -= 50
if dist + vert_total < 0:
dist = -vert_total
elif dist + vert_total > vert_max:
dist = vert_max - vert_total
copy.position.y = dist
copy.wall_count = wall_count - 1
copy.vert_total = dist + vert_total
#print("Vtot: " + str(vert_total) + " Dist: " + str(dist))
self.add_child(copy)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
#Bee bad
pass

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extends RichTextLabel
@onready var Animator := $AnimationPlayer
# Called when the node enters the scene tree for the first time.
func _ready():
visible = false
Animator.play("Wobble")
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass

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extends Node2D
var badge = preload("res://Items/Badges/FlappyCowBadge.gd")
## Switching between fullscreen and not fullscreen by pressing esc
func _input(_event: InputEvent) -> void:
pass
var won = false
var timePlayed = 0
func _ready():
timePlayed = 0
func _process(delta):
timePlayed += delta
func _on_finish_line_body_entered(body):
if body.is_in_group("Player") and !won:
won = true
body.Suspend()
$WinText.visible = true
$YellowFlower.visible = true
$RedFlower.visible = true
await get_tree().create_timer(3).timeout
get_node("/root/MainGame/CanvasLayer/MessageZone").visible = true
get_node("/root/MainGame/CanvasLayer/MenuBar").visible = true
get_node("/root/MainGame/CanvasLayer/MinimizeMessageZoneButton").visible = true
get_tree().paused = false
InventoryManager.add_item_to_inventory(badge.new(), 1, "keyItems")
MessageManager.item_popup(badge.new())
LevelManager.add_XP("gaming", 400)
AchievementManager.complete_achievement("GOTY")
queue_free()
# run func that ends minigame and returns a score perhaps

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extends ProgressBar
@export var Speed = 60
var dir = 1
var Power = 1
var active = true
var my_timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready():
add_child(my_timer)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if not active:
return
Power += Speed * delta * dir
if Power >= 100:
dir = -1
elif Power <= 0:
dir = 1
self.value = Power
func _on_button_pressed():
active = false
$Button.disabled = true
$Button.visible = false
$PowBar.visible = true
$PowBar.active = true

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extends ProgressBar
@export var Speed = 60
@export var root:Node
@export var ringnode:Node
@export var ringanim:Node
# nodes
var cross = null
var targ = null
var scoreboard = null
var throwboard = null
var animator = null
var score = 0
var throws = 0
var dir = 1
var Power = 1
var shot = null
var active = false
# Called when the node enters the scene tree for the first time.
func _ready():
self.visible = false
cross = root.find_child("Crosshair")
targ = root.find_child("Target")
animator = targ.find_child("Animate")
scoreboard = root.find_child("Score")
throwboard = root.find_child("Throws")
cross.position.y = 154 # 10% power
ringnode.visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var aim = ((100 - get_parent().Power) * (330 - (-330)) / 100) + (-330)
var pow = ((100 - self.Power) * (200 - (-260)) / 100) + (-260)
shot = Vector2(aim, pow)
cross.set_position(shot)
if not active:
return
Power += Speed * delta * dir
if Power >= 100:
dir = -1
elif Power <= 0:
dir = 1
self.value = Power
func _on_button_pressed():
active = false
var hit = HitCheck(shot)
score += hit
#animation based on hit
if hit == 20: animator.play("Center")
elif hit == 10:
animator.position.y += 3
if shot.x > targ.position.x:
if shot.y > targ.position.y:
animator.play("RightB")
else:
animator.play("RightT")
else:
if shot.y > targ.position.y:
animator.play("LeftB")
else:
animator.play("LeftT")
else:
ringnode.set_position(shot)
ringnode.visible = true
ringanim.play("Throw")
scoreboard.set_text("Score: " + str(score))
throws += 1
throwboard.set_text("Throws: " + str(throws) + "/10")
$Button.disabled = true
cross.visible = false
if throws == 10:
# all tosses used, do stuff here idk
%Result.Finish(score)
await get_tree().create_timer(3).timeout
get_node("/root/MainGame/CanvasLayer/MessageZone").visible = true
get_node("/root/MainGame/CanvasLayer/MenuBar").visible = true
get_node("/root/MainGame/CanvasLayer/MinimizeMessageZoneButton").visible = true
root.queue_free()
get_tree().paused = false
await get_tree().create_timer(1).timeout
get_parent().find_child("Button").disabled = false
get_parent().find_child("Button").visible = true
ringnode.visible = false
animator.play("default")
if hit == 10:
animator.position.y = 0
targ.new_pos()
self.Power = 10
self.visible = false
await get_tree().process_frame
# wait till next frame otherwise you get a weird frame where crosshair is visible at the target pos
get_parent().active = true
cross.visible = true
$Button.disabled = false
func HitCheck(shot):
var space_state = get_world_2d().direct_space_state
var query := PhysicsPointQueryParameters2D.new()
query.collide_with_areas = true
query.collide_with_bodies = false
query.position = shot
var result = space_state.intersect_point(query)
var hit = 0
for entry in result:
if entry.collider.is_in_group("Center") and hit < 20: hit = 20
if entry.collider.is_in_group("Outer") and hit == 0: hit = 10
return hit

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extends Button
func _on_pressed():
get_tree().paused = false
get_parent().queue_free()
get_node("/root/MainGame/CanvasLayer/MessageZone").visible = true
get_node("/root/MainGame/CanvasLayer/MenuBar").visible = true
get_node("/root/MainGame/CanvasLayer/MinimizeMessageZoneButton").visible = true
# Resume the base scene and show its nodes

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extends Node2D
var Ticket = load("res://Items/Paper/FaireTicket.gd")
var Balloon = load("res://Items/Toys/Other/Balloon.gd")
var silverMedal = preload("res://Items/Badges/RingTossBadge.gd")
var goldMedal = preload("res://Items/Badges/RingTossGoldBadge.gd")
func _ready():
visible = false
func Finish(score):
visible = true
$ProgressBar.value = score
LevelManager.add_XP("gaming", score)
if score >= 100:
InventoryManager.add_item_to_inventory(Balloon.new())
MessageManager.item_popup(Balloon.new())
if score >= 150:
InventoryManager.add_item_to_inventory(silverMedal.new(), 1, "keyItems")
MessageManager.item_popup(silverMedal.new())
LevelManager.add_XP("gaming", 100)
if score >= 200:
AchievementManager.complete_achievement("Nerd Emoji")
InventoryManager.add_item_to_inventory(goldMedal.new(), 1, "keyItems")
MessageManager.item_popup(goldMedal.new())
LevelManager.add_XP("gaming", 300)

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extends Sprite2D
var WidthBottom:float = 280
var WidthTop:float = 170
var max_height:float = -220
var min_height:float = 135
var rng = RandomNumberGenerator.new()
var pos = null
func _ready():
new_pos()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func new_pos():
pos = generate_pos()
self.set_position(pos)
var scale_targ = calc_scale(pos.y)
self.scale.x = scale_targ
self.scale.y = scale_targ
print("pos: " + str(pos) + " scale: " + str(scale))
func generate_pos():
var HeightMod = rng.randf_range(0, 1)
var Rand_y = (1 - HeightMod) * (max_height - min_height) + min_height
var WidthCurrent = HeightMod * (WidthBottom - WidthTop) + WidthTop
var Rand_x = rng.randf_range(-1, 1) * WidthCurrent
return Vector2(Rand_x, Rand_y)
func calc_scale(y):
var proportional = (y + 200) / 300
var converted_value = 1 + (proportional * 0.5)
return converted_value

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@tool
extends Polygon2D
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func _ready():
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pack.append(Vector2(-WidthBottom, min_height))
pack.append(Vector2(-WidthTop, max_height ))
pack.append(Vector2(WidthTop, max_height ))
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