Simplify code
This commit is contained in:
+193
-99
@@ -138,10 +138,11 @@ func _ready() -> void:
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# Go through each garden
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for garden_control: Garden in garden_parent.get_children():
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var lesson_buttons: Array[LessonButton] = garden_control.get_lesson_buttons()
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# Handles the lesson buttons and calculate the progression of the garden
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for index: int in range(garden_control.get_lesson_buttons().size()):
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var button: LessonButton = garden_control.get_lesson_buttons()[index]
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for index: int in range(lesson_buttons.size()):
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var button: LessonButton = lesson_buttons[index]
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if not lesson_ind in lessons:
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button.set_disabled(true)
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if index < garden_control.flowers_visible.size():
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@@ -349,15 +350,25 @@ func _ready() -> void:
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UserDataManager.mark_speech_as_played("gardens")
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static func _round_vec2(v: Vector2) -> Vector2i:
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return Vector2i(roundi(v.x), roundi(v.y))
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static func _safe_dimensions(dimensions: Vector2) -> Vector2:
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return Vector2(maxf(1.0, dimensions.x), maxf(1.0, dimensions.y))
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static func _get_garden_background_image(garden_color_index: int) -> Image:
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if garden_alpha_cache.has(garden_color_index):
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return garden_alpha_cache[garden_color_index]
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var path: String = Garden.BACKGROUND_PATH_MODEL % [garden_color_index + 1]
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var garden_image: Image = Image.new()
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var error: Error = garden_image.load(path)
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if error != OK:
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Log.warn("Gardens: Unable to load garden texture %s (error %s), skipping transparency validation" % [path, str(error)])
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return null
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garden_alpha_cache[garden_color_index] = garden_image
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return garden_image
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@@ -367,6 +378,7 @@ static func _get_garden_dimensions(garden_color_index: int, garden_image: Image
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garden_image = _get_garden_background_image(garden_color_index)
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if not garden_image:
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return Vector2(GARDEN_SIZE, LESSON_VERTICAL_BASE + LESSON_VERTICAL_RANGE)
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var width_scale: float = float(GARDEN_SIZE) / float(maxf(1, garden_image.get_width()))
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return Vector2(GARDEN_SIZE, float(garden_image.get_height()) * width_scale)
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@@ -374,6 +386,7 @@ static func _get_garden_dimensions(garden_color_index: int, garden_image: Image
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static func _get_lesson_button_half_size() -> Vector2:
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if lesson_button_half_size != Vector2.ZERO:
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return lesson_button_half_size
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var button: LessonButton = Garden.LESSON_BUTTON_SCENE.instantiate()
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var measured_size: Vector2 = button.get_combined_minimum_size()
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if measured_size == Vector2.ZERO:
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@@ -382,94 +395,118 @@ static func _get_lesson_button_half_size() -> Vector2:
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measured_size = button.texture_normal.get_size()
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if measured_size == Vector2.ZERO:
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measured_size = Vector2(300, 300)
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lesson_button_half_size = measured_size * 0.5
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return lesson_button_half_size
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static func _clamp_position_to_garden(tested_position: Vector2, garden_dimensions: Vector2, half_size: Vector2 = Vector2.ZERO) -> Vector2:
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var safe_dimensions: Vector2 = Vector2(
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maxf(1.0, garden_dimensions.x),
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maxf(1.0, garden_dimensions.y)
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)
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var safe_dim: Vector2 = _safe_dimensions(garden_dimensions)
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return Vector2(
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clampf(tested_position.x, half_size.x, maxf(half_size.x, safe_dimensions.x - half_size.x)),
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clampf(tested_position.y, half_size.y, maxf(half_size.y, safe_dimensions.y - half_size.y))
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clampf(tested_position.x, half_size.x, maxf(half_size.x, safe_dim.x - half_size.x)),
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clampf(tested_position.y, half_size.y, maxf(half_size.y, safe_dim.y - half_size.y))
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)
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static func _is_position_on_garden_texture(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2, probe_half_size: Vector2 = Vector2.ZERO, garden_image: Image = null) -> bool:
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static func _build_probe_offsets(probe_half_size: Vector2) -> Array[Vector2]:
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var offsets: Array[Vector2] = []
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offsets.append(Vector2.ZERO)
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if probe_half_size == Vector2.ZERO:
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return offsets
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offsets.append_array([
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Vector2(probe_half_size.x, 0.0),
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Vector2(-probe_half_size.x, 0.0),
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Vector2(0.0, probe_half_size.y),
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Vector2(0.0, -probe_half_size.y),
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Vector2(probe_half_size.x, probe_half_size.y),
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Vector2(probe_half_size.x, -probe_half_size.y),
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Vector2(-probe_half_size.x, probe_half_size.y),
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Vector2(-probe_half_size.x, -probe_half_size.y),
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])
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var sample_step: float = maxf(1.0, minf(probe_half_size.x, probe_half_size.y) * 0.5)
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var x: float = -probe_half_size.x
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while x <= probe_half_size.x:
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var y: float = -probe_half_size.y
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while y <= probe_half_size.y:
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offsets.append(Vector2(x, y))
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y += sample_step
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x += sample_step
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return offsets
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static func _position_to_pixel(sample: Vector2, safe_dim: Vector2, image: Image) -> Vector2i:
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var width: float = maxf(1.0, image.get_width())
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var height: float = maxf(1.0, image.get_height())
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var normalized: Vector2 = Vector2(
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clampf(sample.x / safe_dim.x, 0.0, 1.0),
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clampf(sample.y / safe_dim.y, 0.0, 1.0)
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)
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return Vector2i(
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int(normalized.x * (width - 1.0)),
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int(normalized.y * (height - 1.0))
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)
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static func _is_position_on_garden_texture(
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garden_color_index: int,
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tested_position: Vector2,
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garden_dimensions: Vector2,
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probe_half_size: Vector2 = Vector2.ZERO,
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garden_image: Image = null
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) -> bool:
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if not garden_image:
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garden_image = _get_garden_background_image(garden_color_index)
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if not garden_image:
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return true
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var safe_dimensions: Vector2 = Vector2(
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maxf(1.0, garden_dimensions.x),
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maxf(1.0, garden_dimensions.y)
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)
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var width: float = maxf(1, garden_image.get_width())
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var height: float = maxf(1, garden_image.get_height())
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var safe_dim: Vector2 = _safe_dimensions(garden_dimensions)
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var base_position: Vector2 = tested_position if probe_half_size == Vector2.ZERO else tested_position + probe_half_size
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var offsets: Array[Vector2] = [Vector2.ZERO]
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if probe_half_size != Vector2.ZERO:
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offsets.append_array([
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Vector2(probe_half_size.x, 0.0),
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Vector2(-probe_half_size.x, 0.0),
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Vector2(0.0, probe_half_size.y),
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Vector2(0.0, -probe_half_size.y),
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Vector2(probe_half_size.x, probe_half_size.y),
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Vector2(probe_half_size.x, -probe_half_size.y),
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Vector2(-probe_half_size.x, probe_half_size.y),
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Vector2(-probe_half_size.x, -probe_half_size.y),
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])
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var sample_step: float = maxf(1.0, minf(probe_half_size.x, probe_half_size.y) * 0.5)
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var x: float = -probe_half_size.x
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while x <= probe_half_size.x:
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var y: float = -probe_half_size.y
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while y <= probe_half_size.y:
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offsets.append(Vector2(x, y))
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y += sample_step
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x += sample_step
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var offsets: Array[Vector2] = _build_probe_offsets(probe_half_size)
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for offset: Vector2 in offsets:
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var sample: Vector2 = base_position + offset
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if sample.x < 0.0 or sample.x > safe_dimensions.x or sample.y < 0.0 or sample.y > safe_dimensions.y:
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if sample.x < 0.0 or sample.x > safe_dim.x or sample.y < 0.0 or sample.y > safe_dim.y:
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return false
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var normalized_position: Vector2 = Vector2(
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clampf(sample.x / safe_dimensions.x, 0.0, 1.0),
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clampf(sample.y / safe_dimensions.y, 0.0, 1.0)
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)
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var pixel: Vector2i = Vector2i(
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int(normalized_position.x * (width - 1.0)),
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int(normalized_position.y * (height - 1.0))
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)
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var pixel: Vector2i = _position_to_pixel(sample, safe_dim, garden_image)
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if garden_image.get_pixelv(pixel).a < TRANSPARENCY_THRESHOLD:
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return false
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return true
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static func _find_valid_position_on_garden(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2, probe_half_size: Vector2 = Vector2.ZERO) -> Vector2:
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static func _find_valid_position_on_garden(
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garden_color_index: int,
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tested_position: Vector2,
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garden_dimensions: Vector2,
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probe_half_size: Vector2 = Vector2.ZERO
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) -> Vector2:
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var garden_image: Image = _get_garden_background_image(garden_color_index)
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if not garden_image:
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return _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size)
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var clamped_position: Vector2 = _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size)
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if _is_position_on_garden_texture(garden_color_index, clamped_position, garden_dimensions, probe_half_size, garden_image):
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return clamped_position
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var clamped: Vector2 = _clamp_position_to_garden(tested_position, garden_dimensions, probe_half_size)
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if _is_position_on_garden_texture(garden_color_index, clamped, garden_dimensions, probe_half_size, garden_image):
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return clamped
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# First try to move the position toward the center of the garden texture. This helps when the
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# initial position is far outside of the textured area (for example above or on the side of
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# very irregular shapes).
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var garden_center: Vector2 = garden_dimensions * 0.5
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var toward_center: Vector2 = (garden_center - clamped_position).normalized()
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if toward_center.length() > 0:
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# Try moving toward the center first (helps for very irregular shapes).
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var center: Vector2 = garden_dimensions * 0.5
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var toward_center: Vector2 = (center - clamped).normalized()
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if toward_center.length() > 0.0:
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var max_radius: float = maxf(garden_dimensions.x, garden_dimensions.y)
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for radius: int in range(POSITION_SEARCH_STEP, int(max_radius) + POSITION_SEARCH_STEP, POSITION_SEARCH_STEP):
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var candidate_to_center: Vector2 = _clamp_position_to_garden(clamped_position + toward_center * float(radius), garden_dimensions, probe_half_size)
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if _is_position_on_garden_texture(garden_color_index, candidate_to_center, garden_dimensions, probe_half_size, garden_image):
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return candidate_to_center
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var candidate: Vector2 = _clamp_position_to_garden(clamped + toward_center * float(radius), garden_dimensions, probe_half_size)
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if _is_position_on_garden_texture(garden_color_index, candidate, garden_dimensions, probe_half_size, garden_image):
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return candidate
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# Radial scan around the point.
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var angles: Array[float] = []
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for angle_deg: int in range(0, 360, 30):
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angles.append(deg_to_rad(angle_deg))
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@@ -477,11 +514,11 @@ static func _find_valid_position_on_garden(garden_color_index: int, tested_posit
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for radius: int in range(POSITION_SEARCH_STEP, MAX_POSITION_SEARCH_RADIUS + POSITION_SEARCH_STEP, POSITION_SEARCH_STEP):
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for angle: float in angles:
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var offset: Vector2 = Vector2.RIGHT.rotated(angle) * float(radius)
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var candidate: Vector2 = _clamp_position_to_garden(clamped_position + offset, garden_dimensions, probe_half_size)
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if _is_position_on_garden_texture(garden_color_index, candidate, garden_dimensions, probe_half_size, garden_image):
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return candidate
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var candidate2: Vector2 = _clamp_position_to_garden(clamped + offset, garden_dimensions, probe_half_size)
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if _is_position_on_garden_texture(garden_color_index, candidate2, garden_dimensions, probe_half_size, garden_image):
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return candidate2
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return clamped_position
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return clamped
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static func _find_overlapping_position_index(tested_position: Vector2, placed_positions: Array[Vector2], min_distance: float, ignore_index: int = -1) -> int:
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@@ -492,50 +529,72 @@ static func _find_overlapping_position_index(tested_position: Vector2, placed_po
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return index
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return -1
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static func _separate_lesson_position(tested_position: Vector2, garden_color_index: int, garden_dimensions: Vector2, placed_positions: Array[Vector2], half_size: Vector2) -> Vector2:
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var adjusted_position: Vector2 = tested_position
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static func _separate_lesson_position(
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tested_position: Vector2,
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garden_color_index: int,
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garden_dimensions: Vector2,
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placed_positions: Array[Vector2],
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half_size: Vector2
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) -> Vector2:
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var adjusted: Vector2 = tested_position
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var minimum_spacing: float = maxf(half_size.x, half_size.y) * 2.0 + 8.0
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for attempt: int in range(8):
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var overlap_index: int = _find_overlapping_position_index(adjusted_position, placed_positions, minimum_spacing)
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for _attempt: int in range(8):
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var overlap_index: int = _find_overlapping_position_index(adjusted, placed_positions, minimum_spacing)
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if overlap_index == -1:
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return adjusted_position
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var overlap_gap: float = minimum_spacing - adjusted_position.distance_to(placed_positions[overlap_index])
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return adjusted
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var overlap_gap: float = minimum_spacing - adjusted.distance_to(placed_positions[overlap_index])
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var vertical_offset: float = overlap_gap + half_size.y
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var lifted_position: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted_position + Vector2(0.0, -vertical_offset), garden_dimensions, half_size)
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if _find_overlapping_position_index(lifted_position, placed_positions, minimum_spacing) == -1:
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adjusted_position = lifted_position
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var lifted: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted + Vector2(0.0, -vertical_offset), garden_dimensions, half_size)
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if _find_overlapping_position_index(lifted, placed_positions, minimum_spacing) == -1:
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adjusted = lifted
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continue
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var shifted_previous: Vector2 = _find_valid_position_on_garden(garden_color_index, placed_positions[overlap_index] + Vector2(-minimum_spacing, 0.0), garden_dimensions, half_size)
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if _find_overlapping_position_index(shifted_previous, placed_positions, minimum_spacing, overlap_index) == -1:
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placed_positions[overlap_index] = shifted_previous
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continue
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var shifted_right: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted_position + Vector2(minimum_spacing, 0.0), garden_dimensions, half_size)
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var shifted_right: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted + Vector2(minimum_spacing, 0.0), garden_dimensions, half_size)
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if _find_overlapping_position_index(shifted_right, placed_positions, minimum_spacing) == -1:
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adjusted_position = shifted_right
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adjusted = shifted_right
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continue
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break
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return adjusted_position
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return adjusted
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static func compute_lessons_distribution(total_lessons: int, garden_layouts: Array[GardenLayout]) -> Array[int]:
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Log.info("Gardens: Computing lessons distribution")
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Log.trace("Gardens: ComputeLessonsDistribution: Parameters total_lessons = %s, garden_layouts count = %s" % [str(total_lessons), str(garden_layouts.size())])
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var distribution: Array[int] = []
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var lessons_left: int = total_lessons
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var gardens_left: int = garden_layouts.size()
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for layout_index: int in range(garden_layouts.size()):
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var max_lessons: int = garden_layouts[layout_index].lesson_buttons.size()
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Log.trace("Gardens: Garden index %s can host up to %s lessons" % [str(layout_index), str(max_lessons)])
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var lessons_for_garden: int = 0
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if gardens_left > 0:
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lessons_for_garden = int(ceili(float(lessons_left) / float(gardens_left)))
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lessons_for_garden = min(lessons_for_garden, max_lessons)
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if lessons_for_garden > lessons_left:
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lessons_for_garden = lessons_left
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distribution.append(lessons_for_garden)
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Log.trace("Gardens: Assigning %s lessons to garden index %s (lessons left before assignment: %s)" % [str(lessons_for_garden), str(layout_index), str(lessons_left)])
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lessons_left -= lessons_for_garden
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gardens_left -= 1
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Log.trace("Gardens: Lessons left after assignment: %s, gardens left: %s" % [str(lessons_left), str(gardens_left)])
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return distribution
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@@ -543,21 +602,28 @@ static func generate_gardens_layout(total_lessons: int) -> GardensLayout:
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var layout: GardensLayout = GardensLayout.new()
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if total_lessons <= 0:
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return layout
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Log.info("Gardens: Generating dynamic gardens layout")
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Log.trace("Gardens: Total lessons to layout: %s" % str(total_lessons))
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = 13985
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Log.trace("Gardens: RNG seeded with %s" % str(rng.seed))
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var lessons_left: int = total_lessons
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var garden_index: int = 0
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while lessons_left > 0 and garden_index < GARDEN_TEXTURES_NB:
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var gardens_left: int = GARDEN_TEXTURES_NB - garden_index
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var lessons_for_garden: int = int(ceili(float(lessons_left) / float(gardens_left)))
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Log.trace("Gardens: Generating layout for garden %s with %s lessons left" % [str(garden_index), str(lessons_left)])
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layout.gardens.append(_generate_single_garden_layout(garden_index, lessons_for_garden, rng))
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lessons_left -= lessons_for_garden
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Log.trace("Gardens: Lessons left after garden %s generation: %s" % [str(garden_index), str(lessons_left)])
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garden_index += 1
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Log.info("Gardens: Completed layout generation with %s gardens" % str(layout.gardens.size()))
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return layout
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|
||||
@@ -565,29 +631,43 @@ static func generate_gardens_layout(total_lessons: int) -> GardensLayout:
|
||||
static func _generate_single_garden_layout(garden_index: int, lessons_for_garden: int, rng: RandomNumberGenerator) -> GardenLayout:
|
||||
Log.info("Gardens: Generating single garden layout for garden %s" % str(garden_index))
|
||||
Log.trace("Gardens: Garden %s will include %s lessons" % [str(garden_index), str(lessons_for_garden)])
|
||||
|
||||
var garden_layout: GardenLayout = GardenLayout.new()
|
||||
garden_layout.color = garden_index % GARDEN_TEXTURES_NB
|
||||
Log.trace("Gardens: Garden %s color index set to %s" % [str(garden_index), str(garden_layout.color)])
|
||||
|
||||
var garden_image: Image = _get_garden_background_image(garden_layout.color)
|
||||
var garden_dimensions: Vector2 = _get_garden_dimensions(garden_layout.color, garden_image)
|
||||
var lesson_positions: Array[Vector2i] = _generate_lesson_positions(lessons_for_garden, garden_index)
|
||||
var half_size: Vector2 = _get_lesson_button_half_size()
|
||||
|
||||
# Step 1: initial path positions
|
||||
var raw_positions: Array[Vector2i] = _generate_lesson_positions(lessons_for_garden, garden_index)
|
||||
|
||||
# Step 2: clamp to texture + avoid overlaps
|
||||
var resolved_positions: Array[Vector2] = []
|
||||
for lesson_index: int in range(lessons_for_garden):
|
||||
var lesson_position: Vector2 = Vector2(lesson_positions[lesson_index])
|
||||
var adjusted_lesson_position: Vector2 = _find_valid_position_on_garden(garden_layout.color, lesson_position, garden_dimensions, _get_lesson_button_half_size())
|
||||
var separated_position: Vector2 = _separate_lesson_position(adjusted_lesson_position, garden_layout.color, garden_dimensions, resolved_positions, _get_lesson_button_half_size())
|
||||
if not separated_position.is_equal_approx(adjusted_lesson_position):
|
||||
Log.trace("Gardens: Separated lesson %s position from %s to %s to avoid overlap" % [str(lesson_index), str(adjusted_lesson_position), str(separated_position)])
|
||||
resolved_positions.append(separated_position)
|
||||
var rounded_position: Vector2i = Vector2i(roundi(separated_position.x), roundi(separated_position.y))
|
||||
if not (rounded_position as Vector2).is_equal_approx(lesson_positions[lesson_index]):
|
||||
Log.trace("Gardens: Adjusted lesson %s position from %s to %s to stay on background" % [str(lesson_index), str(lesson_positions[lesson_index]), str(rounded_position)])
|
||||
lesson_positions[lesson_index] = rounded_position
|
||||
Log.trace("Gardens: Garden %s lesson %s position calculated at %s" % [str(garden_index), str(lesson_index), str(rounded_position)])
|
||||
var pos: Vector2 = Vector2(raw_positions[lesson_index])
|
||||
var valid: Vector2 = _find_valid_position_on_garden(garden_layout.color, pos, garden_dimensions, half_size)
|
||||
var separated: Vector2 = _separate_lesson_position(valid, garden_layout.color, garden_dimensions, resolved_positions, half_size)
|
||||
|
||||
if not separated.is_equal_approx(valid):
|
||||
Log.trace("Gardens: Separated lesson %s position from %s to %s to avoid overlap" % [str(lesson_index), str(valid), str(separated)])
|
||||
|
||||
resolved_positions.append(separated)
|
||||
|
||||
var rounded: Vector2i = _round_vec2(separated)
|
||||
if not (rounded as Vector2).is_equal_approx(raw_positions[lesson_index]):
|
||||
Log.trace("Gardens: Adjusted lesson %s position from %s to %s to stay on background" % [str(lesson_index), str(raw_positions[lesson_index]), str(rounded)])
|
||||
raw_positions[lesson_index] = rounded
|
||||
|
||||
Log.trace("Gardens: Garden %s lesson %s position calculated at %s" % [str(garden_index), str(lesson_index), str(rounded)])
|
||||
|
||||
# Step 3: build lesson buttons with tangents
|
||||
var lesson_buttons: Array[GardenLayout.GardenLayoutLessonButton] = []
|
||||
for lesson_index: int in range(resolved_positions.size()):
|
||||
var lesson_position: Vector2i = Vector2i(roundi(resolved_positions[lesson_index].x), roundi(resolved_positions[lesson_index].y))
|
||||
var lesson_position: Vector2i = _round_vec2(resolved_positions[lesson_index])
|
||||
var path_out: Vector2i = Vector2i.ZERO
|
||||
|
||||
if lesson_index + 1 < resolved_positions.size():
|
||||
var next_position: Vector2 = resolved_positions[lesson_index + 1]
|
||||
var tangent: Vector2 = (next_position - resolved_positions[lesson_index]) * 0.5
|
||||
@@ -596,24 +676,34 @@ static func _generate_single_garden_layout(garden_index: int, lessons_for_garden
|
||||
else:
|
||||
path_out = Vector2i(int(GARDEN_SIZE * 0.15), int((-1.0 if (garden_index % 2) == 0 else 1.0) * 60))
|
||||
Log.trace("Gardens: Garden %s last lesson %s path out set to %s" % [str(garden_index), str(lesson_index), str(path_out)])
|
||||
|
||||
lesson_buttons.append(GardenLayout.GardenLayoutLessonButton.new(lesson_position, path_out))
|
||||
|
||||
garden_layout.lesson_buttons = lesson_buttons
|
||||
|
||||
# Step 4: build flowers (keep RNG call order identical)
|
||||
var flowers: Array[GardenLayout.Flower] = []
|
||||
for lesson_index: int in range(resolved_positions.size()):
|
||||
var flower_position: Vector2i = Vector2i(roundi(resolved_positions[lesson_index].x), roundi(resolved_positions[lesson_index].y))
|
||||
var flower_position: Vector2i = _round_vec2(resolved_positions[lesson_index])
|
||||
flower_position.y = max(0, flower_position.y - int(FLOWER_OFFSET_FROM_LESSON))
|
||||
|
||||
var flower_color: int = garden_layout.color
|
||||
var flower_type: int = (lesson_index + garden_index + rng.randi_range(0, FLOWER_TYPES_NB - 1)) % FLOWER_TYPES_NB
|
||||
var adjusted_flower_position: Vector2 = _find_valid_position_on_garden(garden_layout.color, Vector2(flower_position), garden_dimensions)
|
||||
if not adjusted_flower_position.is_equal_approx(Vector2(flower_position)):
|
||||
Log.trace("Gardens: Adjusted flower %s position from %s to %s to stay on background" % [str(lesson_index), str(flower_position), str(adjusted_flower_position)])
|
||||
flower_position = Vector2i(roundi(adjusted_flower_position.x), roundi(adjusted_flower_position.y))
|
||||
|
||||
var adjusted: Vector2 = _find_valid_position_on_garden(garden_layout.color, Vector2(flower_position), garden_dimensions)
|
||||
if not adjusted.is_equal_approx(Vector2(flower_position)):
|
||||
Log.trace("Gardens: Adjusted flower %s position from %s to %s to stay on background" % [str(lesson_index), str(flower_position), str(adjusted)])
|
||||
flower_position = _round_vec2(adjusted)
|
||||
|
||||
Log.trace("Gardens: Garden %s flower %s position (%s,%s), color %s, type %s" % [str(garden_index), str(lesson_index), str(flower_position.x), str(flower_position.y), str(flower_color), str(flower_type)])
|
||||
flowers.append(GardenLayout.Flower.new(flower_color, flower_type, flower_position))
|
||||
|
||||
garden_layout.flowers = flowers
|
||||
|
||||
Log.info("Gardens: Finished generating garden layout for garden %s" % str(garden_index))
|
||||
return garden_layout
|
||||
|
||||
|
||||
static func _generate_lesson_positions(lessons_for_garden: int, garden_index: int) -> Array[Vector2i]:
|
||||
Log.info("Gardens: Generating lesson positions for garden %s" % str(garden_index))
|
||||
var positions: Array[Vector2i] = []
|
||||
@@ -640,6 +730,10 @@ func _process(_delta: float) -> void:
|
||||
parallax_background.scroll_offset.x = - scroll_container.scroll_horizontal
|
||||
|
||||
|
||||
func _get_minigame_layouts() -> Array[MinigameLayout]:
|
||||
return [minigame_layout_1, minigame_layout_2, minigame_layout_3]
|
||||
|
||||
|
||||
func _open_minigames_layout(button: LessonButton, lesson_ind: int) -> void:
|
||||
if in_minigame_selection or not UserDataManager.student_progression:
|
||||
return
|
||||
@@ -681,9 +775,9 @@ func _open_minigames_layout(button: LessonButton, lesson_ind: int) -> void:
|
||||
_handle_lesson_button(current_lesson_number, lesson_unlocks["look_and_learn"] as StudentProgression.Status, current_garden.color)
|
||||
|
||||
# Minigames
|
||||
_fill_minigame_choice(minigame_layout_1, exercises[0], lesson_unlocks["games"][0] as StudentProgression.Status, 0)
|
||||
_fill_minigame_choice(minigame_layout_2, exercises[1], lesson_unlocks["games"][1] as StudentProgression.Status, 1)
|
||||
_fill_minigame_choice(minigame_layout_3, exercises[2], lesson_unlocks["games"][2] as StudentProgression.Status, 2)
|
||||
var minigame_layouts: Array[MinigameLayout] = _get_minigame_layouts()
|
||||
for layout_index: int in minigame_layouts.size():
|
||||
_fill_minigame_choice(minigame_layouts[layout_index], exercises[layout_index], lesson_unlocks["games"][layout_index] as StudentProgression.Status, layout_index)
|
||||
|
||||
# Animations
|
||||
minigame_selection.show()
|
||||
@@ -789,9 +883,8 @@ func _close_minigames_layout() -> void:
|
||||
line_particles.show()
|
||||
for button: LessonButton in current_garden.get_lesson_buttons():
|
||||
button.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
minigame_layout_1.pressed.disconnect(_on_minigame_button_pressed)
|
||||
minigame_layout_2.pressed.disconnect(_on_minigame_button_pressed)
|
||||
minigame_layout_3.pressed.disconnect(_on_minigame_button_pressed)
|
||||
for layout: MinigameLayout in _get_minigame_layouts():
|
||||
layout.pressed.disconnect(_on_minigame_button_pressed)
|
||||
|
||||
|
||||
func _set_up_lessons() -> void:
|
||||
@@ -799,11 +892,12 @@ func _set_up_lessons() -> void:
|
||||
for garden_ind: int in range(garden_parent.get_child_count()):
|
||||
var garden_control: Garden = garden_parent.get_child(garden_ind)
|
||||
var button_count: int = garden_control.garden_layout.lesson_buttons.size()
|
||||
var lesson_buttons: Array[LessonButton] = garden_control.get_lesson_buttons()
|
||||
for index: int in range(button_count):
|
||||
if not lesson_ind in lessons:
|
||||
break
|
||||
garden_control.set_lesson_label(index, lessons[lesson_ind][0].grapheme as String)
|
||||
garden_control.get_lesson_buttons()[index].pressed.connect(_on_garden_lesson_button_pressed.bind(garden_control.get_lesson_buttons()[index], lesson_ind))
|
||||
lesson_buttons[index].pressed.connect(_on_garden_lesson_button_pressed.bind(lesson_buttons[index], lesson_ind))
|
||||
lesson_ind += 1
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user