class_name Gardens extends Control signal minigame_layout_opened() const KALULU: GDScript = preload("res://sources/minigames/base/kalulu_ingame.gd") const MINIGAME_WEDGE_SCENE: PackedScene = preload("res://sources/gardens/minigame_wedge.tscn") # Wheel geometry, in MinigameSelection-local coords (canvas 2560×1800). const WHEEL_CENTER: Vector2 = Vector2(1280, 900) # Matches the inner edge of big_button.png; past this the gray ring hides everything. const WHEEL_RADIUS: float = 815.0 const WHEEL_ARC_SEGMENTS: int = 48 const WHEEL_ICON_DISTANCE_RATIO: float = 0.55 const WHEEL_DIVIDER_WIDTH: float = 12.0 const WHEEL_HIGHLIGHT_WIDTH: float = 24.0 # Outline around the central Look-and-Learn button. Drawn at the button's visible # edge. Colored dark by default, gold when L&L is the next-to-play step. const LESSON_BUTTON_OUTLINE_RADIUS: float = 192.0 # Top inset of the wheel's central label so the grapheme text sits just below the # button center, mirroring the movie icon just above it. The 384x384 button has # its center at y=192; the label (vertical-centered) then centers at y=(this+384)/2. const LESSON_BUTTON_LABEL_TOP_OFFSET: float = 104.0 # Loaded on demand instead of preloaded: this script never unloads (it has # static variables), so preloaded constants would pin every garden's assets in # memory for the whole app lifetime — including while minigames run, which # OOM-crashes low-memory devices. const GARDEN_SCENE_PATHS: Array[String] = [ "res://resources/gardens/garden_01.tscn", "res://resources/gardens/garden_02.tscn", "res://resources/gardens/garden_03.tscn", "res://resources/gardens/garden_04.tscn", "res://resources/gardens/garden_05.tscn", "res://resources/gardens/garden_06.tscn", "res://resources/gardens/garden_07.tscn", "res://resources/gardens/garden_08.tscn", "res://resources/gardens/garden_09.tscn", "res://resources/gardens/garden_10.tscn", "res://resources/gardens/garden_11.tscn", "res://resources/gardens/garden_12.tscn", ] const LOOK_AND_LEARN_SCENE_PATH: String = "res://sources/look_and_learn/look_and_learn.tscn" const BOSS_BUTTON_SCENE: PackedScene = preload("res://sources/gardens/boss_button.tscn") const BOSS_MINIGAME_SCENE_PATH: String = "res://sources/minigames/boss/boss_minigame.tscn" const GARDEN_SIZE: int = 2400 const GARDENS_COUNT: int = 12 const MIN_LESSONS: int = 12 const MAX_LESSONS: int = 60 const GARDEN_CENTER_Y: float = 900.0 const GARDEN_CIRCLE_RADIUS: float = 850.0 const FINAL_BOSS_PADDING: float = 120.0 const BACK_BUTTON_HOLD_DURATION_SECONDS: float = 1.0 const LAYOUT_VERSION: int = 14 # Centers of the 5 fixed button slots (must match garden_XX.tscn positions) const SLOT_CENTERS: Array[Vector2i] = [ Vector2i(704, 1186), Vector2i(987, 1000), Vector2i(1290, 920), Vector2i(1565, 748), Vector2i(1864, 598) ] static var transition_data: Dictionary = {} static var cached_gardens_layout: GardensLayout static var cached_layout_session_id: int = -1 static var cached_layout_lessons: int = 0 @export_category("Layout") @export var gardens_layout: GardensLayout: set(value): set_gardens_layout(value) get: return _gardens_layout @export var starting_garden: int = -1 @export_category("Minigames") @export var minigame_scene_paths: PackedStringArray = PackedStringArray() ## Animal body (colored by the garden) and face (kept as-is for eyes/mouth details). ## Both arrays must be the same length and aligned with `minigame_scene_paths`. @export var minigames_body_icons: Array[Texture] = [] @export var minigames_face_icons: Array[Texture] = [] var lessons: Dictionary = {} var _gardens_layout: GardensLayout var points: Array[Array] = [] var lesson_distribution: Array[int] = [] var is_scrolling: bool = false var scroll_beginning_garden: int = 0 var is_locked: bool = false var in_minigame_selection: bool = false var current_lesson_number: int = -1 var current_garden: Garden var current_button_global_position: Vector2 = Vector2.ZERO var current_button: LessonButton var scroll_end_base_width: float = 0.0 var back_button_hold_progress_seconds: float = 0.0 var is_back_button_hold_active: bool = false @onready var garden_parent: HBoxContainer = %GardenParent @onready var locked_line: Line2D = $LockedLine @onready var unlocked_line: Line2D = $UnlockedLine @onready var line_particles: GPUParticles2D = %LineParticles @onready var line_audio_stream_player: AudioStreamPlayer2D = %LineAudioStreamPlayer @onready var scroll_container: ScrollContainer = $ScrollContainer @onready var parallax_background: ParallaxBackground = %ParallaxBackground @onready var clouds: CloudManager = %Clouds @onready var scroll_end_spacer: Control = $"ScrollContainer/HBoxContainer/Control2" @onready var boss_buttons_container: Control = %BossButtons @onready var minigame_selection: Control = %MinigameSelection @onready var lesson_button: LessonButton = %LessonButton @onready var lesson_button_outline: Line2D = %LessonButtonOutline @onready var lesson_button_movie_icon: TextureRect = %MovieIcon @onready var lesson_button_particles: GPUParticles2D = %LessonButtonParticles @onready var back_button: BackButton = %BackButton @onready var right_audio_stream_player: AudioStreamPlayer = $RightAudioStreamPlayer @onready var left_audio_stream_player: AudioStreamPlayer = $LeftAudioStreamPlayer @onready var feedback_audio_stream_player: AudioStreamPlayer = $FeedBackAudioStreamPlayer @onready var feedback_audio_stream_player2: AudioStreamPlayer = $FeedBackAudioStreamPlayer2 @onready var wedges_container: Control = %WedgesContainer @onready var background_rect: ColorRect = %BackgroundRect @onready var lock: Control = %Lock @onready var kalulu: KALULU = %Kalulu @onready var kalulu_button: CanvasItem = %KaluluButton # TODO: Rename / Move those audio inside the language packs to remove all references to brain_screen which does not exists anymore @onready var brain_tutorial_speeches: Array[AudioStream] = [ Database.load_external_sound(Database.get_kalulu_speech_path("brain_screen", "intro_1")), Database.load_external_sound(Database.get_kalulu_speech_path("brain_screen", "intro_2")), Database.load_external_sound(Database.get_kalulu_speech_path("brain_screen", "intro_3")) ] @onready var intro_speech: AudioStreamMP3 = Database.load_external_sound(Database.get_kalulu_speech_path("gardens_screen", "intro")) @onready var help_few_plants_speech: AudioStreamMP3 = Database.load_external_sound(Database.get_kalulu_speech_path("gardens_screen", "help_few_plants")) @onready var help_many_plants_speech: AudioStreamMP3 = Database.load_external_sound(Database.get_kalulu_speech_path("gardens_screen", "help_many_plants")) func _init() -> void: Log.trace("Gardens: _init()") func _enter_tree() -> void: Log.trace("Gardens: _enter_tree()") #region Data loading and progression func _load_lessons_from_database() -> void: Database.db.query("SELECT Grapheme, Phoneme, LessonNb, GPID FROM Lessons INNER JOIN GPsInLessons ON GPsInLessons.LessonID = Lessons.ID INNER JOIN GPs ON GPsInLessons.GPID = GPs.ID ORDER BY LessonNb") for element: Dictionary in Database.db.query_result: if not lessons.has(element.LessonNb): lessons[element.LessonNb] = [] var lesson_content: Array = lessons[element.LessonNb] lesson_content.append({grapheme = element.Grapheme, phoneme = element.Phoneme, gp_id = element.GPID}) func _build_transition_context() -> Dictionary: var max_unlocked_lesson_index: int = UserDataManager.student_progression.get_max_unlocked_lesson_index() var max_unlocked_lesson_number: int = max_unlocked_lesson_index + 1 var minigame_number: int = transition_data.get("minigame_number", -1) as int var is_current_lesson: bool = transition_data and transition_data.current_lesson_number == max_unlocked_lesson_index + 1 var is_minigame_completed: bool = transition_data.has("minigame_completed") and transition_data.minigame_completed var is_first_clear: bool = transition_data and transition_data.has("first_clear") and transition_data.first_clear var new_lesson_unlocked: bool = transition_data and transition_data.current_lesson_number == max_unlocked_lesson_index and is_minigame_completed and is_first_clear and UserDataManager.student_progression.is_lesson_completed(transition_data.current_lesson_number as int) var newly_unlocked_lesson_number: int = -1 if new_lesson_unlocked: newly_unlocked_lesson_number = max_unlocked_lesson_number var pending_boss_gate_lesson: int = -1 if transition_data and transition_data.has("current_lesson_number"): var current_transition_lesson_number: int = transition_data.current_lesson_number as int var is_boss_gate: bool = StudentProgression.get_boss_gate_lessons().has(current_transition_lesson_number) if is_boss_gate and is_minigame_completed and is_first_clear and UserDataManager.student_progression.is_lesson_completed(current_transition_lesson_number): if not UserDataManager.student_progression.is_boss_completed(current_transition_lesson_number): pending_boss_gate_lesson = current_transition_lesson_number var most_advanced_unlocked_lesson_index: int = max_unlocked_lesson_index if new_lesson_unlocked: most_advanced_unlocked_lesson_index -= 1 return { max_unlocked_lesson_index = max_unlocked_lesson_index, max_unlocked_lesson_number = max_unlocked_lesson_number, is_current_lesson = is_current_lesson, is_minigame_completed = is_minigame_completed, is_first_clear = is_first_clear, new_lesson_unlocked = new_lesson_unlocked, newly_unlocked_lesson_number = newly_unlocked_lesson_number, pending_boss_gate_lesson = pending_boss_gate_lesson, most_advanced_unlocked_lesson_index = most_advanced_unlocked_lesson_index, last_played_minigame_number = minigame_number } func _apply_progression_to_gardens(transition_context: Dictionary) -> void: var lesson_index: int = 1 for garden_control: Garden in garden_parent.get_children(): var total_minigames: int = 0 var completed_minigames_total: int = 0 var lesson_buttons: Array[LessonButton] = garden_control.get_lesson_buttons() for button_index: int in range(lesson_buttons.size()): var button: LessonButton = lesson_buttons[button_index] if not lesson_index in lessons: button.set_button_disabled(true) continue var lesson_unlocks: Dictionary = UserDataManager.student_progression.unlocks[lesson_index] var is_blocked_by_boss: bool = UserDataManager.student_progression.is_lesson_blocked_by_boss(lesson_index) var is_lesson_unlocked: bool = lesson_unlocks["look_and_learn"] != StudentProgression.Status.LOCKED and not is_blocked_by_boss button.set_button_disabled(not is_lesson_unlocked) if transition_context.new_lesson_unlocked and lesson_index == transition_context.newly_unlocked_lesson_number: button.set_button_disabled(true) if not(transition_context.new_lesson_unlocked and lesson_index == transition_context.newly_unlocked_lesson_number - 1): button.completed = UserDataManager.student_progression.is_lesson_completed(lesson_index) and not is_blocked_by_boss var completed_minigames: int = 0 if is_blocked_by_boss else _count_completed_minigames(lesson_index) if not is_blocked_by_boss: completed_minigames_total += completed_minigames total_minigames += (lesson_unlocks["games"] as Array).size() garden_control.current_progression = float(completed_minigames_total) garden_control.max_progression = float(total_minigames) lesson_index += 1 garden_control.update_victory_assets_visibility(completed_minigames_total, total_minigames) _set_up_boss_buttons() #endregion #region Scene setup and ready sequence func _compute_cloud_world_bounds() -> Vector2: if not garden_parent: return Vector2.ZERO var garden_count: int = garden_parent.get_child_count() if garden_count <= 0: return Vector2.ZERO var trailing_spacer_width: float = 0.0 if scroll_end_spacer: trailing_spacer_width = scroll_end_spacer.custom_minimum_size.x var content_world_width: float = float(garden_count * GARDEN_SIZE) + trailing_spacer_width var viewport_w: float = scroll_container.size.x if viewport_w <= 0.0: viewport_w = float(get_viewport_rect().size.x) var max_scroll: float = maxf(0.0, content_world_width - viewport_w) return Vector2(content_world_width, max_scroll) func _configure_clouds_for_gardens() -> void: if not clouds: return var bounds: Vector2 = _compute_cloud_world_bounds() if bounds == Vector2.ZERO: return clouds.configure_world(bounds.x, bounds.y) func _refresh_cloud_world_bounds() -> void: if not clouds: return var bounds: Vector2 = _compute_cloud_world_bounds() if bounds == Vector2.ZERO: return clouds.set_world_bounds(bounds.x, bounds.y) func _scroll_to_starting_garden(_transition_context: Dictionary) -> void: if transition_data: if transition_data.has("current_garden_index"): starting_garden = transition_data.current_garden_index else: Log.error("Gardens: Ready: The transition_data exists but does not contains the needed current_garden_index") starting_garden = 0 elif starting_garden == -1: if UserDataManager.student_progression: var max_unlocked_lesson_number: int = UserDataManager.student_progression.get_max_unlocked_lesson_index() + 1 starting_garden = _get_garden_index_for_lesson(max_unlocked_lesson_number) if starting_garden == -1: starting_garden = 0 scroll_container.scroll_horizontal = GARDEN_SIZE * starting_garden if transition_data: if transition_data.has("boss_gate_lesson"): var boss_center: Vector2 = Vector2.ZERO if transition_data.get("is_final_boss", false): boss_center = _get_final_boss_center_position() if boss_center == Vector2.ZERO: boss_center = _get_boss_button_position(transition_data.boss_gate_lesson as int) if boss_center != Vector2.ZERO: _center_scroll_on_x(boss_center.x) elif transition_data.has("current_lesson_number"): var lesson_number: int = transition_data.current_lesson_number as int var garden_index: int = _get_garden_index_for_lesson(lesson_number) if garden_index >= 0 and garden_index < garden_parent.get_child_count(): var garden_control: Garden = garden_parent.get_child(garden_index) var garden_center_x: float = garden_parent.position.x + garden_control.position.x + GARDEN_SIZE * 0.5 _center_scroll_on_x(garden_center_x) scroll_beginning_garden = clampi(int(float(scroll_container.scroll_horizontal) / GARDEN_SIZE), 0, garden_parent.get_child_count() - 1) current_garden = garden_parent.get_child(scroll_beginning_garden) func _center_scroll_on_x(target_x: float) -> void: if not scroll_container: return var view_width: float = scroll_container.size.x var desired_scroll: float = target_x - view_width * 0.5 var max_scroll: float = 0.0 var h_scroll_bar: ScrollBar = scroll_container.get_h_scroll_bar() if h_scroll_bar: max_scroll = h_scroll_bar.max_value scroll_container.scroll_horizontal = int(roundf(clampf(desired_scroll, 0.0, max_scroll))) #endregion #region Transitions and animations func _handle_transition_sequences(transition_context: Dictionary) -> void: await get_tree().create_timer(1).timeout if transition_data.has("current_lesson_number") and not transition_data.get("skip_minigame_layout", false): await _open_minigames_layout(_get_current_lesson_button(transition_data.current_lesson_number as int), transition_data.current_lesson_number as int) if transition_context.new_lesson_unlocked: await _play_new_lesson_unlock_sequence() elif transition_context.pending_boss_gate_lesson > 0: await _play_boss_unlock_sequence(transition_context.pending_boss_gate_lesson as int) func _play_new_lesson_unlock_sequence() -> void: var max_lesson: int = UserDataManager.student_progression.get_max_unlocked_lesson_index() await get_tree().create_timer(2).timeout await _close_minigames_layout() # Path towards the next lesson var lesson_index: int = 1 var last_lesson_button: LessonButton var new_lesson_button: LessonButton var is_last_lesson_of_garden: bool = false for garden_control: Garden in garden_parent.get_children(): for button_index: int in range(garden_control.get_lesson_buttons().size()): if lesson_index == max_lesson + 1: new_lesson_button = garden_control.get_lesson_buttons()[button_index] if lesson_index == max_lesson: last_lesson_button = garden_control.get_lesson_buttons()[button_index] if button_index == garden_control.get_lesson_buttons().size() -1: is_last_lesson_of_garden = true if last_lesson_button and new_lesson_button: break lesson_index += 1 if last_lesson_button and new_lesson_button: break # Play an animation on the completed lesson if last_lesson_button: last_lesson_button.completed = true await last_lesson_button.right() # Fill in the path towards the next lesson var animation_curve: Curve2D = Curve2D.new() for index: int in range(max_lesson-1, max_lesson + 1): animation_curve.add_point(points[index][0] as Vector2, points[index][1] as Vector2, points[index][2] as Vector2) # Check if we need to scroll to the next garden if is_last_lesson_of_garden: scroll_beginning_garden = int(float(scroll_container.scroll_horizontal) / GARDEN_SIZE) var target_scroll: int = scroll_beginning_garden * GARDEN_SIZE + GARDEN_SIZE var tween: Tween = create_tween() tween.set_ease(Tween.EASE_IN_OUT) tween.tween_property(scroll_container, "scroll_horizontal", target_scroll, 4) scroll_beginning_garden = clampi(int(float(target_scroll) / GARDEN_SIZE), 0, garden_parent.get_child_count() - 1) current_garden = garden_parent.get_child(scroll_beginning_garden) line_audio_stream_player.pitch_scale = 0.95 var baked_points: PackedVector2Array = animation_curve.get_baked_points() for point: Vector2 in baked_points: if not line_audio_stream_player.playing: line_audio_stream_player.pitch_scale += 0.05 line_audio_stream_player.play() unlocked_line.add_point(point) line_particles.position = point await get_tree().create_timer(0.01).timeout # Enable the next lesson button if new_lesson_button: new_lesson_button.set_button_disabled(false) #endregion #region Godot lifecycle func _ready() -> void: UserDataManager.start_synchronization_timer() _load_lessons_from_database() var lesson_count: int = lessons.size() if lesson_count < MIN_LESSONS or lesson_count > MAX_LESSONS: Log.alert("Gardens: Lesson count must be between %d and %d, got %d" % [MIN_LESSONS, MAX_LESSONS, lesson_count]) return if scroll_end_spacer: scroll_end_base_width = scroll_end_spacer.custom_minimum_size.x gardens_layout = get_session_layout(lesson_count) _set_up_lessons() _configure_clouds_for_gardens() # If there is no data, skips the rest if not UserDataManager.student_progression: Log.error("Gardens: Ready: No data for student progression") await (OpeningCurtain as OpeningCurtainClass).open() return await get_tree().process_frame _lock() var transition_context: Dictionary = _build_transition_context() _set_unlocked_path(transition_context.most_advanced_unlocked_lesson_index as int, (transition_context.pending_boss_gate_lesson <= 0) as bool) _apply_progression_to_gardens(transition_context) _scroll_to_starting_garden(transition_context) await (OpeningCurtain as OpeningCurtainClass).open() (MusicManager as MusicManagerClass).play((MusicManager as MusicManagerClass).Track.GARDEN) # Handles all the animation played when entering the gardens if transition_data: # Wait for the next frame to avoid glittering await get_tree().process_frame await _handle_transition_sequences(transition_context) _unlock() transition_data = {} if not UserDataManager.is_speech_played("brain"): await _play_brain_tutorial() # Play the tutorial if needed if not UserDataManager.is_speech_played("gardens"): kalulu_button.hide() await kalulu.play_kalulu_speech(intro_speech) kalulu_button.show() UserDataManager.mark_speech_as_played("gardens") #endregion func _play_brain_tutorial() -> void: kalulu_button.hide() for speech_index: int in range(brain_tutorial_speeches.size()): if speech_index == 0: await kalulu.play_kalulu_speech(brain_tutorial_speeches[speech_index], true, false) elif speech_index == brain_tutorial_speeches.size() - 1: await kalulu.play_kalulu_speech(brain_tutorial_speeches[speech_index], false, true) else: await kalulu.play_kalulu_speech(brain_tutorial_speeches[speech_index], false, false) await get_tree().create_timer(0.5).timeout UserDataManager.mark_speech_as_played("brain") kalulu_button.show() #region Garden layout helpers static func _get_lesson_button_half_size() -> Vector2: return Vector2(120, 120) static func _get_layout_cache_base_dir() -> String: if UserDataManager and UserDataManager.has_method("get_student_folder"): var student_folder: String = UserDataManager.get_student_folder() if student_folder != "": return student_folder.path_join("gardens_layout_cache") return "user://gardens_layout_cache" static func _get_layout_cache_path(session_id: int, total_lessons: int) -> String: return _get_layout_cache_base_dir().path_join("layout_v%s_%s_%s.tres" % [str(LAYOUT_VERSION), str(session_id), str(total_lessons)]) static func _load_layout_from_cache(session_id: int, total_lessons: int) -> GardensLayout: var cache_path: String = _get_layout_cache_path(session_id, total_lessons) if not FileAccess.file_exists(cache_path): return null if not ResourceLoader.exists(cache_path): return null var cached_layout: Resource = ResourceLoader.load(cache_path) if cached_layout is GardensLayout and not (cached_layout as GardensLayout).gardens.is_empty(): Log.info("Gardens: Loaded cached layout from %s" % cache_path) return cached_layout as GardensLayout Log.warn("Gardens: Cached layout at %s was invalid, regenerating" % cache_path) return null static func _save_layout_to_cache(layout: GardensLayout, session_id: int, total_lessons: int) -> void: if not layout: return var base_dir: String = _get_layout_cache_base_dir() DirAccess.make_dir_recursive_absolute(base_dir) var cache_path: String = _get_layout_cache_path(session_id, total_lessons) var error: Error = ResourceSaver.save(layout, cache_path) if error != OK: Log.warn("Gardens: Failed to save layout cache at %s: %s" % [cache_path, error_string(error)]) static func _find_valid_position_on_garden(_garden_color_index: int, tested_position: Vector2, _garden_dimensions: Vector2, _probe_half_size: Vector2 = Vector2.ZERO) -> Vector2: var center: Vector2 = Vector2(float(GARDEN_SIZE) / 2.0, GARDEN_CENTER_Y) var distance: float = tested_position.distance_to(center) if distance <= GARDEN_CIRCLE_RADIUS: return tested_position # Clamp to circle boundary var direction: Vector2 = (tested_position - center).normalized() return center + direction * GARDEN_CIRCLE_RADIUS static func _find_overlapping_position_index(tested_position: Vector2, placed_positions: Array[Vector2], min_distance: float, ignore_index: int = -1) -> int: for index: int in range(placed_positions.size()): if index == ignore_index: continue if tested_position.distance_to(placed_positions[index]) < min_distance: return index return -1 static func _separate_lesson_position(tested_position: Vector2, garden_color_index: int, garden_dimensions: Vector2, placed_positions: Array[Vector2], half_size: Vector2) -> Vector2: var adjusted: Vector2 = tested_position var minimum_spacing: float = maxf(half_size.x, half_size.y) * 2.0 + 8.0 for _attempt: int in range(8): var overlap_index: int = _find_overlapping_position_index(adjusted, placed_positions, minimum_spacing) if overlap_index == -1: return adjusted var overlap_gap: float = minimum_spacing - adjusted.distance_to(placed_positions[overlap_index]) var vertical_offset: float = overlap_gap + half_size.y var lifted: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted + Vector2(0.0, -vertical_offset), garden_dimensions, half_size) if _find_overlapping_position_index(lifted, placed_positions, minimum_spacing) == -1: adjusted = lifted continue 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) if _find_overlapping_position_index(shifted_previous, placed_positions, minimum_spacing, overlap_index) == -1: placed_positions[overlap_index] = shifted_previous continue var shifted_right: Vector2 = _find_valid_position_on_garden(garden_color_index, adjusted + Vector2(minimum_spacing, 0.0), garden_dimensions, half_size) if _find_overlapping_position_index(shifted_right, placed_positions, minimum_spacing) == -1: adjusted = shifted_right continue break return adjusted static func compute_lessons_distribution(total_lessons: int, garden_layouts: Array[GardenLayout]) -> Array[int]: Log.info("Gardens: Computing lessons distribution") Log.trace("Gardens: ComputeLessonsDistribution: Parameters total_lessons = %s, garden_layouts count = %s" % [str(total_lessons), str(garden_layouts.size())]) var total_capacity: int = 0 for layout: GardenLayout in garden_layouts: total_capacity += layout.lesson_buttons.size() if total_lessons > total_capacity: # This should not be even possible. If this log is triggered, there is a bug on layout generation. Log.error("Gardens: Not enough lesson slots in provided layouts (capacity: %s, requested: %s). Some lessons will be left undistributed." % [str(total_capacity), str(total_lessons)]) var distribution: Array[int] = [] var lessons_left: int = total_lessons var gardens_left: int = garden_layouts.size() for layout_index: int in range(garden_layouts.size()): var max_lessons: int = garden_layouts[layout_index].lesson_buttons.size() Log.trace("Gardens: Garden index %s can host up to %s lessons" % [str(layout_index), str(max_lessons)]) var lessons_for_garden: int = 0 if gardens_left > 0: lessons_for_garden = int(ceili(float(lessons_left) / float(gardens_left))) lessons_for_garden = min(lessons_for_garden, max_lessons) if lessons_for_garden > lessons_left: lessons_for_garden = lessons_left distribution.append(lessons_for_garden) 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)]) lessons_left -= lessons_for_garden gardens_left -= 1 Log.trace("Gardens: Lessons left after assignment: %s, gardens left: %s" % [str(lessons_left), str(gardens_left)]) if lessons_left > 0: Log.error("Gardens: %s lessons could not be assigned to any garden layout" % str(lessons_left)) return distribution static func get_lessons_distribution(total_lessons: int, garden_layouts: Array[GardenLayout]) -> Array[int]: var distribution: Array[int] = [] var lessons_from_layout: int = 0 var has_cached_distribution: bool = true for layout: GardenLayout in garden_layouts: if layout.lesson_buttons.is_empty(): has_cached_distribution = false break distribution.append(layout.lesson_buttons.size()) lessons_from_layout += layout.lesson_buttons.size() if has_cached_distribution and lessons_from_layout == total_lessons: Log.trace("Gardens: Using lesson distribution from provided layout") return distribution if has_cached_distribution: Log.warn("Gardens: Layout lesson count mismatch (layout lessons: %s, expected: %s), recomputing distribution" % [str(lessons_from_layout), str(total_lessons)]) return compute_lessons_distribution(total_lessons, garden_layouts) static func get_session_layout(total_lessons: int) -> GardensLayout: var session_id: int = UserDataManager.get_student_session_id() var has_cached_layout: bool = cached_gardens_layout != null var session_changed: bool = cached_layout_session_id != session_id var lessons_changed: bool = cached_layout_lessons != total_lessons if session_changed or lessons_changed: if has_cached_layout: Log.info("Gardens: Session or lesson count changed, regenerating gardens layout") cached_gardens_layout = null if not cached_gardens_layout: var disk_cached_layout: GardensLayout = _load_layout_from_cache(session_id, total_lessons) if disk_cached_layout: cached_gardens_layout = disk_cached_layout cached_layout_session_id = session_id cached_layout_lessons = total_lessons return cached_gardens_layout cached_gardens_layout = generate_gardens_layout(total_lessons) cached_layout_session_id = session_id cached_layout_lessons = total_lessons _save_layout_to_cache(cached_gardens_layout, session_id, total_lessons) else: Log.trace("Gardens: Reusing cached layout for session %s" % str(session_id)) return cached_gardens_layout static func generate_gardens_layout(total_lessons: int) -> GardensLayout: var layout: GardensLayout = GardensLayout.new() if total_lessons <= 0: return layout Log.info("Gardens: Generating dynamic gardens layout") Log.trace("Gardens: Total lessons to layout: %s" % str(total_lessons)) var lessons_left: int = total_lessons var garden_index: int = 0 while lessons_left > 0 and garden_index < GARDENS_COUNT: var gardens_left: int = GARDENS_COUNT - garden_index var lessons_for_garden: int = int(ceili(float(lessons_left) / float(gardens_left))) Log.trace("Gardens: Generating layout for garden %s with %s lessons left" % [str(garden_index), str(lessons_left)]) layout.gardens.append(_generate_single_garden_layout(garden_index, lessons_for_garden)) lessons_left -= lessons_for_garden Log.trace("Gardens: Lessons left after garden %s generation: %s" % [str(garden_index), str(lessons_left)]) garden_index += 1 Log.info("Gardens: Completed layout generation with %s gardens" % str(layout.gardens.size())) return layout static func _generate_single_garden_layout(garden_index: int, lessons_for_garden: int) -> 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 % GARDENS_COUNT Log.trace("Gardens: Garden %s color index set to %s" % [str(garden_index), str(garden_layout.color)]) var garden_dimensions: Vector2 = Vector2(GARDEN_SIZE, GARDEN_CENTER_Y * 2.0) var half_size: Vector2 = _get_lesson_button_half_size() # Initial path positions var raw_positions: Array[Vector2i] = _get_slot_positions_for_count(lessons_for_garden) # Clamp to texture + avoid overlaps var resolved_positions: Array[Vector2] = [] for lesson_index: int in range(lessons_for_garden): 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 = Utils.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)]) # Build lesson buttons with tangents var lesson_buttons: Array[GardenLayout.GardenLayoutLessonButton] = [] for lesson_index: int in range(resolved_positions.size()): var lesson_position: Vector2i = Utils.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 Log.trace("Gardens: Garden %s lesson %s tangent to next lesson: %s" % [str(garden_index), str(lesson_index), str(tangent)]) path_out = Vector2i(int(tangent.x), int(tangent.y)) 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 Log.info("Gardens: Finished generating garden layout for garden %s" % str(garden_index)) return garden_layout static func _get_slot_positions_for_count(lesson_count: int) -> Array[Vector2i]: var indices: Array = Garden.SLOT_SELECTION.get(lesson_count, []) var positions: Array[Vector2i] = [] for index: int in indices: positions.append(SLOT_CENTERS[index]) return positions #endregion #region Runtime interactions func _process(_delta: float) -> void: _process_back_button_hold(_delta) locked_line.position.x = - scroll_container.scroll_horizontal unlocked_line.position.x = - scroll_container.scroll_horizontal parallax_background.scroll_offset.x = - scroll_container.scroll_horizontal clouds.scroll_offset = scroll_container.scroll_horizontal func _process_back_button_hold(delta: float) -> void: if not is_back_button_hold_active: return if not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or not back_button.get_global_rect().has_point(get_global_mouse_position()): _cancel_back_button_hold() return back_button_hold_progress_seconds += delta var progress_ratio: float = clampf(back_button_hold_progress_seconds / BACK_BUTTON_HOLD_DURATION_SECONDS, 0.0, 1.0) back_button.set_hold_progress_ratio(progress_ratio) if progress_ratio >= 1.0: _cancel_back_button_hold() _confirm_back_button_pressed() # Single source of truth for wedge geometry. Returns the pie-slice's start/end # angles and the bisector angle along which the icon sits, for wedge `wedge_index` # of a wheel showing `minigame_count` wedges (1..3). # N=1: full disc, icon to the left of the L&L button. # N=2: game 0 left half, game 1 right half. # N=3: game 0 top-right, game 1 bottom, game 2 top-left. static func _get_wedge_angles(minigame_count: int, wedge_index: int) -> Dictionary: if minigame_count == 1: return {start = 0.0, end = TAU, icon = PI} if minigame_count == 2: if wedge_index == 0: return {start = PI / 2.0, end = 3.0 * PI / 2.0, icon = PI} return {start = -PI / 2.0, end = PI / 2.0, icon = 0.0} if wedge_index == 0: return {start = -PI / 2.0, end = PI / 6.0, icon = -PI / 6.0} if wedge_index == 1: return {start = PI / 6.0, end = 5.0 * PI / 6.0, icon = PI / 2.0} return {start = 5.0 * PI / 6.0, end = 3.0 * PI / 2.0, icon = 7.0 * PI / 6.0} static func _get_wedge_layout(minigame_count: int, wedge_index: int) -> Dictionary: var angles: Dictionary = _get_wedge_angles(minigame_count, wedge_index) var polygon: PackedVector2Array = _generate_full_disc_polygon() if minigame_count == 1 \ else _generate_pie_slice_polygon(angles.start as float, angles.end as float) return {polygon = polygon, icon_center = _wedge_icon_position(angles.icon as float)} static func _generate_pie_slice_polygon(start_angle: float, end_angle: float, radius: float = WHEEL_RADIUS) -> PackedVector2Array: var wheel_points: PackedVector2Array = PackedVector2Array() wheel_points.append(WHEEL_CENTER) var span: float = end_angle - start_angle for index: int in range(WHEEL_ARC_SEGMENTS + 1): var angle: float = start_angle + span * (float(index) / float(WHEEL_ARC_SEGMENTS)) wheel_points.append(WHEEL_CENTER + Vector2(cos(angle), sin(angle)) * radius) return wheel_points static func _generate_full_disc_polygon(radius: float = WHEEL_RADIUS) -> PackedVector2Array: var wheel_points: PackedVector2Array = PackedVector2Array() for index: int in range(WHEEL_ARC_SEGMENTS): var angle: float = TAU * float(index) / float(WHEEL_ARC_SEGMENTS) wheel_points.append(WHEEL_CENTER + Vector2(cos(angle), sin(angle)) * radius) return wheel_points # Wedge polygon with outer arc inset by half the stroke width so the gold line # stays inside the wedge. Radial edges keep their angles (fall on the dividers). static func _generate_wedge_highlight_polygon(minigame_count: int, wedge_index: int) -> PackedVector2Array: var inset_radius: float = WHEEL_RADIUS - WHEEL_HIGHLIGHT_WIDTH * 0.5 if minigame_count == 1: return _generate_full_disc_polygon(inset_radius) var angles: Dictionary = _get_wedge_angles(minigame_count, wedge_index) return _generate_pie_slice_polygon(angles.start as float, angles.end as float, inset_radius) static func _wedge_icon_position(angle_rad: float) -> Vector2: return WHEEL_CENTER + Vector2(cos(angle_rad), sin(angle_rad)) * (WHEEL_RADIUS * WHEEL_ICON_DISTANCE_RATIO) static func _get_divider_segments(minigame_count: int) -> Array[PackedVector2Array]: var segments: Array[PackedVector2Array] = [] if minigame_count < 2: return segments for wedge_index: int in range(minigame_count): var start_angle: float = _get_wedge_angles(minigame_count, wedge_index).start as float var edge: Vector2 = WHEEL_CENTER + Vector2(cos(start_angle), sin(start_angle)) * WHEEL_RADIUS segments.append(PackedVector2Array([WHEEL_CENTER, edge])) return segments func _clear_wheel() -> void: for child: Node in wedges_container.get_children(): child.queue_free() func _build_wheel(exercises: Array[int], lesson_unlocks: Dictionary) -> void: _clear_wheel() var minigame_count: int = exercises.size() for wedge_index: int in range(minigame_count): var layout: Dictionary = _get_wedge_layout(minigame_count, wedge_index) var exercise_type: int = exercises[wedge_index] var icon_index: int = exercise_type - 1 # Guard against exercise types with no matching wheel icon (e.g. the # removed fish minigame, type 10): fall back to the highest available one # so we never index past the icon arrays. var max_icon_index: int = minigames_body_icons.size() - 1 if icon_index < 0 or icon_index > max_icon_index: Log.error("Gardens: Exercise type %d has no wheel icon (%d available); using the highest available minigame instead." % [exercise_type, minigames_body_icons.size()]) icon_index = clampi(icon_index, 0, max_icon_index) var status: StudentProgression.Status = lesson_unlocks["games"][wedge_index] as StudentProgression.Status var wedge: MinigameWedge = MINIGAME_WEDGE_SCENE.instantiate() wedges_container.add_child(wedge) var is_wedge_locked: bool = status == StudentProgression.Status.LOCKED wedge.configure( layout.polygon as PackedVector2Array, layout.icon_center as Vector2, minigames_body_icons[icon_index], minigames_face_icons[icon_index], _wedge_color_for_status(status), _body_color_for_status(status), is_wedge_locked, ) wedge.is_disabled = is_wedge_locked wedge.pressed.connect(_on_minigame_button_pressed.bind(icon_index, wedge_index)) _apply_wedge_status_effects(wedge, status, wedge_index) for line_points: PackedVector2Array in _get_divider_segments(minigame_count): var divider: Line2D = Line2D.new() divider.width = WHEEL_DIVIDER_WIDTH divider.default_color = current_garden.wheel_background divider.points = line_points wedges_container.add_child(divider) _draw_next_to_play_highlight(lesson_unlocks, minigame_count) func _next_to_play_wedge_index(lesson_unlocks: Dictionary) -> int: if lesson_unlocks["look_and_learn"] != StudentProgression.Status.COMPLETED: return -1 var games: Array = lesson_unlocks["games"] for index: int in range(games.size()): if games[index] == StudentProgression.Status.UNLOCKED: return index return -1 func _draw_next_to_play_highlight(lesson_unlocks: Dictionary, minigame_count: int) -> void: # L&L's "next to play" cue is the lesson-button outline color swap, handled # in _configure_lesson_button_outline(). Wedges get a separate gold ring here. var wedge_index: int = _next_to_play_wedge_index(lesson_unlocks) if wedge_index < 0: return _draw_wedge_highlight(minigame_count, wedge_index) func _draw_wedge_highlight(minigame_count: int, wedge_index: int) -> void: _add_highlight_line(_generate_wedge_highlight_polygon(minigame_count, wedge_index)) # Adds a gold outline tracing the given polygon to the wheel. The polyline is # closed automatically. z_index lifts the line above Branches; LessonButton's # higher z_index keeps it on top in turn. func _add_highlight_line(polygon_points: PackedVector2Array) -> void: if polygon_points.is_empty(): return var outline: PackedVector2Array = PackedVector2Array(polygon_points) outline.append(polygon_points[0]) var line: Line2D = Line2D.new() line.width = WHEEL_HIGHLIGHT_WIDTH line.default_color = Garden.WHEEL_HIGHLIGHT line.joint_mode = Line2D.LINE_JOINT_ROUND line.begin_cap_mode = Line2D.LINE_CAP_ROUND line.end_cap_mode = Line2D.LINE_CAP_ROUND line.points = outline line.z_index = 5 wedges_container.add_child(line) func _wedge_color_for_status(status: StudentProgression.Status) -> Color: match status: StudentProgression.Status.LOCKED: return Garden.WHEEL_WEDGE_LOCKED _: return current_garden.wheel_wedge_unlocked # Animal body tint: gray when locked, garden's signature color otherwise. func _body_color_for_status(status: StudentProgression.Status) -> Color: if status == StudentProgression.Status.LOCKED: return Garden.ANIMAL_LOCKED_COLOR return current_garden.animal_unlocked_color func _apply_wedge_status_effects(wedge: MinigameWedge, status: StudentProgression.Status, wedge_index: int) -> void: if status != StudentProgression.Status.COMPLETED: return if not transition_data \ or not transition_data.get("minigame_completed", false) \ or transition_data.get("minigame_number", -1) != wedge_index \ or not transition_data.get("first_clear", false): return await minigame_layout_opened wedge.right() func _open_minigames_layout(button: LessonButton, lesson_number: int) -> void: if in_minigame_selection or not UserDataManager.student_progression: return var exercises: Array[int] = Database.get_exercise_for_lesson(lesson_number) if exercises.is_empty(): Log.error("Gardens: Cannot open minigame layout for lesson %d: no minigames defined" % lesson_number) return feedback_audio_stream_player2.pitch_scale = 1.1 feedback_audio_stream_player2.play() in_minigame_selection = true # Sets the variables for the current garden and lesson current_lesson_number = lesson_number var garden_index_for_lesson: int = _get_garden_index_for_lesson(lesson_number) if garden_index_for_lesson >= 0 and garden_index_for_lesson < garden_parent.get_child_count(): current_garden = garden_parent.get_child(garden_index_for_lesson) if button: current_button = button current_button.show_placeholder(true) current_button_global_position = button.global_position # Gets the current lesson unlocks var lesson_unlocks: Dictionary = UserDataManager.student_progression.unlocks[current_lesson_number] # Deactivate the mouse filters on the buttons behind the layout for lesson_button_item: LessonButton in current_garden.get_lesson_buttons(): lesson_button_item.mouse_filter = Control.MOUSE_FILTER_IGNORE var ll_status: StudentProgression.Status = lesson_unlocks["look_and_learn"] as StudentProgression.Status background_rect.color = current_garden.wheel_background _configure_lesson_button_outline(ll_status) _center_lesson_button_label() _handle_lesson_button(current_lesson_number, ll_status) _build_wheel(exercises, lesson_unlocks) # Animations minigame_selection.show() back_button.hide() kalulu_button.hide() line_particles.hide() var tween: Tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK) tween.tween_property(minigame_selection, "modulate:a", 1.0, 0.25) await tween.finished minigame_layout_opened.emit() # Perfectly centers the grapheme label horizontally and drops it just below the # button center, so it pairs with the movie icon sitting just above. Done in code # because instanced-scene property overrides on the inherited Label don't survive # Godot re-saves. This LessonButton is a dedicated wheel instance, so it doesn't # affect the garden lesson buttons. func _center_lesson_button_label() -> void: var label: Label = lesson_button.label label.anchor_left = 0.0 label.anchor_top = 0.0 label.anchor_right = 1.0 label.anchor_bottom = 1.0 label.offset_left = 0.0 label.offset_right = 0.0 label.offset_top = LESSON_BUTTON_LABEL_TOP_OFFSET label.offset_bottom = 0.0 func _configure_lesson_button_outline(ll_status: StudentProgression.Status) -> void: # Gold when L&L is the next-to-play step (UNLOCKED but not yet COMPLETED), # divider color otherwise. Replaces the separate gold ring we used to draw. var color: Color = Garden.WHEEL_HIGHLIGHT if ll_status == StudentProgression.Status.UNLOCKED else current_garden.wheel_background lesson_button_outline.default_color = color var circle_points: PackedVector2Array = _generate_full_disc_polygon(LESSON_BUTTON_OUTLINE_RADIUS) if circle_points.size() > 0: circle_points.append(circle_points[0]) lesson_button_outline.points = circle_points func _handle_lesson_button(lesson_number: int, status: StudentProgression.Status) -> void: lesson_button.text = lessons[lesson_number][0].grapheme # Center stays the unlocked-wedge color across all states; pair it with the # garden's dark color so the label and icon stay readable on it. lesson_button.set_garden_colors( current_garden.wheel_wedge_unlocked, current_garden.unlocked_lesson, current_garden.wheel_wedge_unlocked, current_garden.unlocked_lesson, ) lesson_button.set_button_disabled(status == StudentProgression.Status.LOCKED) lesson_button.completed = status == StudentProgression.Status.COMPLETED # Override the hardcoded gray LessonButton uses when disabled, so the L&L # center button keeps a uniform background regardless of progression state. lesson_button.center.modulate = current_garden.wheel_wedge_unlocked lesson_button_particles.emitting = status == StudentProgression.Status.UNLOCKED lesson_button_movie_icon.modulate = _lesson_button_label_color(status) if status == StudentProgression.Status.COMPLETED: if transition_data and transition_data.has("look_and_learn_completed") and transition_data.look_and_learn_completed: await minigame_layout_opened lesson_button.right() # Mirrors LessonButton._update_visual_state() so the movie icon tracks the label. func _lesson_button_label_color(status: StudentProgression.Status) -> Color: if status == StudentProgression.Status.LOCKED: return LessonButton.LOCKED_LABEL_COLOR if status == StudentProgression.Status.COMPLETED: return lesson_button.completed_label_color return lesson_button.unlocked_label_color func _get_minigame_scene_path(scene_index: int) -> String: if scene_index < 0 or scene_index >= minigame_scene_paths.size(): return "" var scene_path: String = minigame_scene_paths[scene_index] if scene_path.is_empty() or not ResourceLoader.exists(scene_path): return "" return scene_path func _count_completed_minigames(lesson_number: int) -> int: if not UserDataManager.student_progression or not UserDataManager.student_progression.unlocks.has(lesson_number): return 0 var completed: int = 0 for game_status: int in UserDataManager.student_progression.unlocks[lesson_number]["games"]: if game_status == StudentProgression.Status.COMPLETED: completed += 1 return completed func _close_minigames_layout() -> void: if not in_minigame_selection: return in_minigame_selection = false feedback_audio_stream_player2.pitch_scale = 0.75 feedback_audio_stream_player2.play() var tween: Tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK) tween.tween_property(minigame_selection, "modulate:a", 0.0, 0.25) await tween.finished if current_button: current_button.show_placeholder(false) minigame_selection.hide() back_button.show() kalulu_button.show() line_particles.show() for button: LessonButton in current_garden.get_lesson_buttons(): button.mouse_filter = Control.MOUSE_FILTER_STOP _clear_wheel() #region Lesson setup and path func _set_up_lessons() -> void: var lesson_number: int = 1 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_number in lessons: break garden_control.set_lesson_label(index, lessons[lesson_number][0].grapheme as String) lesson_buttons[index].pressed.connect(_on_garden_lesson_button_pressed.bind(lesson_buttons[index], lesson_number)) lesson_number += 1 func set_gardens_layout(p_gardens_layout: GardensLayout) -> void: Log.info("Gardens: Setting gardens layout") _gardens_layout = p_gardens_layout Log.trace("Gardens: Layout contains %s gardens" % str(_gardens_layout.gardens.size())) add_gardens() if garden_parent: Log.trace("Gardens: Yielding a frame to ensure garden controls are ready before setting up the path") await get_tree().process_frame set_up_path() _set_up_boss_buttons() func add_gardens() -> void: if not garden_parent: return Log.info("Gardens: Clearing existing gardens before generation") for child: Node in garden_parent.get_children(): child.free() Log.info("Gardens: Computing lesson distribution for new gardens") lesson_distribution = get_lessons_distribution(lessons.size(), gardens_layout.gardens) var garden_index: int = 0 for layout_index: int in range(gardens_layout.gardens.size()): Log.trace("Gardens: Preparing garden %s with layout index %s" % [str(garden_index), str(layout_index)]) var garden_layout: GardenLayout = gardens_layout.gardens[layout_index] var garden_scene: PackedScene = load(GARDEN_SCENE_PATHS[layout_index]) as PackedScene var garden: Garden = garden_scene.instantiate() garden_parent.add_child(garden) garden.garden_index = garden_index garden_index += 1 var lessons_for_garden: int = lesson_distribution[layout_index] Log.trace("Gardens: Garden %s will host %s lessons" % [str(garden.garden_index), str(lessons_for_garden)]) garden_layout.lesson_buttons.resize(lessons_for_garden) Log.trace("Gardens: Assigning layout to garden %s" % str(garden.garden_index)) garden.garden_layout = garden_layout _sync_boss_buttons_container() func set_up_path() -> void: if not garden_parent: return points = [] var curve: Curve2D = Curve2D.new() for index: int in range(garden_parent.get_child_count()): var garden_control: Garden = garden_parent.get_child(index) var lesson_buttons: Array[LessonButton] = garden_control.get_lesson_buttons() for button_index: int in range(lesson_buttons.size()): var button: LessonButton = lesson_buttons[button_index] var button_center: Vector2 = button.position + button.size / 2.0 var point_position: Vector2 = garden_parent.position + garden_control.position + button_center var path_out: Vector2 = Vector2.ZERO if button_index + 1 < lesson_buttons.size(): var next_button: LessonButton = lesson_buttons[button_index + 1] var next_center: Vector2 = next_button.position + next_button.size / 2.0 path_out = (next_center - button_center) * 0.5 else: path_out = Vector2(GARDEN_SIZE * 0.15, (-1.0 if (index % 2) == 0 else 1.0) * 60) var point_in: Vector2 = Vector2.ZERO if curve.point_count > 0: point_in = curve.get_point_position(curve.point_count - 1) + curve.get_point_out(curve.point_count - 1) - point_position curve.add_point(point_position, point_in, path_out) points.append([point_position, point_in, path_out]) locked_line.points = curve.get_baked_points() func _set_unlocked_path(max_unlocked_lesson_index: int, include_boss_segment: bool = true) -> void: unlocked_line.clear_points() if max_unlocked_lesson_index < 0 or points.is_empty(): return var clamped_lesson_index: int = clamp(max_unlocked_lesson_index, 0, points.size() - 1) var progress_curve: Curve2D = Curve2D.new() for index: int in range(clamped_lesson_index + 1): var point_data: Array = points[index] progress_curve.add_point(point_data[0] as Vector2, point_data[1] as Vector2, point_data[2] as Vector2) var baked_points: PackedVector2Array = progress_curve.get_baked_points() var final_points: PackedVector2Array = baked_points var pending_boss_gate: int = -1 if include_boss_segment: pending_boss_gate = _get_pending_boss_gate_lesson(clamped_lesson_index) if pending_boss_gate > 0: var boss_segment_points: PackedVector2Array = _get_boss_segment_points(pending_boss_gate) if boss_segment_points.size() > 0: final_points = PackedVector2Array() for point: Vector2 in baked_points: final_points.append(point) for point: Vector2 in boss_segment_points: if final_points.size() == 0 or final_points[final_points.size() - 1] != point: final_points.append(point) unlocked_line.points = final_points if _should_show_final_boss(): _extend_unlocked_path_to_final_boss() if final_points.size() > 0: line_particles.position = final_points[final_points.size() - 1] func _play_boss_unlock_sequence(gate_lesson: int) -> void: var boss_segment_points: PackedVector2Array = _get_boss_segment_points(gate_lesson) if boss_segment_points.size() == 0: return var existing_points: PackedVector2Array = unlocked_line.points var last_point: Vector2 = Vector2.ZERO if existing_points.size() > 0: last_point = existing_points[existing_points.size() - 1] line_audio_stream_player.pitch_scale = 0.95 for point: Vector2 in boss_segment_points: if point == last_point: continue if not line_audio_stream_player.playing: line_audio_stream_player.pitch_scale += 0.05 line_audio_stream_player.play() unlocked_line.add_point(point) line_particles.position = point last_point = point await get_tree().create_timer(0.01).timeout #endregion func _sync_boss_buttons_container() -> void: if not boss_buttons_container or not garden_parent: return boss_buttons_container.mouse_filter = Control.MOUSE_FILTER_IGNORE func _clear_boss_buttons() -> void: if not boss_buttons_container: return for child: Node in boss_buttons_container.get_children(): child.queue_free() func _set_up_boss_buttons() -> void: _clear_boss_buttons() if not boss_buttons_container: return _sync_boss_buttons_container() _reset_final_boss_scroll_space() if lesson_distribution.is_empty() or points.is_empty(): return var total_lessons: int = lessons.size() if total_lessons <= 0: return var gate_lessons: Array[int] = StudentProgression.get_boss_gate_lessons() for gate_lesson: int in gate_lessons: if gate_lesson <= 0 or gate_lesson >= total_lessons: continue if gate_lesson - 1 >= points.size() or gate_lesson >= points.size(): continue var boss_position: Vector2 = _get_boss_button_position(gate_lesson) if boss_position == Vector2.ZERO: continue var boss_button: BossButton = BOSS_BUTTON_SCENE.instantiate() boss_buttons_container.add_child(boss_button) var boss_size: Vector2 = boss_button.get_combined_minimum_size() if boss_size == Vector2.ZERO: boss_size = boss_button.size boss_button.position = boss_position - boss_size * 0.5 if UserDataManager.student_progression: var is_completed: bool = UserDataManager.student_progression.is_boss_completed(gate_lesson) var is_blocked_by_boss: bool = UserDataManager.student_progression.is_lesson_blocked_by_boss(gate_lesson) var is_unlocked: bool = UserDataManager.student_progression.is_lesson_completed(gate_lesson) and not is_blocked_by_boss boss_button.set_button_disabled(not is_unlocked and not is_completed) boss_button.completed = is_completed else: boss_button.set_button_disabled(true) var garden_index: int = _get_garden_index_for_lesson(gate_lesson) boss_button.pressed.connect(_on_boss_button_pressed.bind(gate_lesson, garden_index)) _set_up_final_boss_button() func _set_up_final_boss_button() -> void: if not boss_buttons_container or not garden_parent: return if not _should_show_final_boss(): return if points.is_empty(): return var final_lesson_number: int = lessons.size() if final_lesson_number <= 0: return var final_boss_center: Vector2 = _get_final_boss_center_position() if final_boss_center == Vector2.ZERO: return var last_garden_index: int = max(0, garden_parent.get_child_count() - 1) var final_boss_size: Vector2 = _get_final_boss_size() var boss_button: BossButton = BOSS_BUTTON_SCENE.instantiate() boss_buttons_container.add_child(boss_button) boss_button.custom_minimum_size = final_boss_size boss_button.size = final_boss_size boss_button.pivot_offset = final_boss_size * 0.5 boss_button.position = final_boss_center - final_boss_size * 0.5 boss_button.set_button_disabled(false) boss_button.pressed.connect(_on_final_boss_button_pressed.bind(final_lesson_number, last_garden_index)) _update_final_boss_scroll_space(final_boss_center, final_boss_size) func _reset_final_boss_scroll_space() -> void: if scroll_end_spacer: scroll_end_spacer.custom_minimum_size.x = scroll_end_base_width _refresh_cloud_world_bounds() func _update_final_boss_scroll_space(final_boss_center: Vector2, final_boss_size: Vector2) -> void: if not scroll_end_spacer or not garden_parent: return if final_boss_center == Vector2.ZERO: return var last_garden_index: int = max(0, garden_parent.get_child_count() - 1) var last_garden: Garden = garden_parent.get_child(last_garden_index) var last_garden_right_edge: float = garden_parent.position.x + last_garden.position.x + GARDEN_SIZE var final_boss_right_edge: float = final_boss_center.x + final_boss_size.x * 0.5 var extra_width: float = max(0.0, final_boss_right_edge - last_garden_right_edge) scroll_end_spacer.custom_minimum_size.x = scroll_end_base_width + extra_width _refresh_cloud_world_bounds() func _extend_unlocked_path_to_final_boss() -> void: if not unlocked_line or points.is_empty(): return var final_boss_center: Vector2 = _get_final_boss_center_position() if final_boss_center == Vector2.ZERO: return var last_point: Vector2 = points[points.size() - 1][0] as Vector2 if last_point == final_boss_center: return var extension_curve: Curve2D = Curve2D.new() extension_curve.add_point(last_point) extension_curve.add_point(final_boss_center) var extension_points: PackedVector2Array = extension_curve.get_baked_points() if extension_points.size() == 0: return for index: int in range(extension_points.size()): if index == 0: continue unlocked_line.add_point(extension_points[index]) if line_particles: line_particles.position = final_boss_center func _get_final_boss_center_position() -> Vector2: if not garden_parent or points.is_empty(): return Vector2.ZERO var last_point_data: Array = points[points.size() - 1] var last_point: Vector2 = last_point_data[0] as Vector2 var final_boss_size: Vector2 = _get_final_boss_size() var last_garden_index: int = max(0, garden_parent.get_child_count() - 1) var last_garden: Garden = garden_parent.get_child(last_garden_index) var last_garden_right_edge: float = garden_parent.position.x + last_garden.position.x + GARDEN_SIZE var min_center_x: float = last_garden_right_edge + final_boss_size.x * 0.5 + FINAL_BOSS_PADDING var desired_center_x: float = last_point.x + final_boss_size.x * 0.5 + FINAL_BOSS_PADDING return Vector2(maxf(min_center_x, desired_center_x), last_point.y) func _get_final_boss_size() -> Vector2: return _get_lesson_button_half_size() * 4.0 func _should_show_final_boss() -> bool: if not UserDataManager.student_progression: return false var total_lessons: int = lessons.size() if total_lessons <= 0: return false for lesson_number: int in range(1, total_lessons + 1): if not UserDataManager.student_progression.is_lesson_completed(lesson_number): return false var gate_lessons: Array[int] = StudentProgression.get_boss_gate_lessons() for gate_lesson: int in gate_lessons: if not UserDataManager.student_progression.is_boss_completed(gate_lesson): return false return true func _get_boss_button_position(gate_lesson: int) -> Vector2: var segment_points: PackedVector2Array = _get_boss_segment_points(gate_lesson) if segment_points.size() == 0: return Vector2.ZERO return segment_points[segment_points.size() - 1] func _get_pending_boss_gate_lesson(max_unlocked_lesson_index: int) -> int: if not UserDataManager.student_progression: return -1 var gate_lessons: Array[int] = StudentProgression.get_boss_gate_lessons() for gate_lesson: int in gate_lessons: if gate_lesson - 1 != max_unlocked_lesson_index: continue if UserDataManager.student_progression.is_lesson_completed(gate_lesson) and not UserDataManager.student_progression.is_boss_completed(gate_lesson): return gate_lesson return -1 func _get_boss_segment_points(gate_lesson: int, segment_ratio: float = 0.5) -> PackedVector2Array: if gate_lesson <= 0 or gate_lesson >= points.size(): return PackedVector2Array() var clamped_ratio: float = clamp(segment_ratio, 0.0, 1.0) var start_data: Array = points[gate_lesson - 1] var end_data: Array = points[gate_lesson] var start_point: Vector2 = start_data[0] as Vector2 var end_point: Vector2 = end_data[0] as Vector2 var curve: Curve2D = Curve2D.new() curve.add_point(start_point, start_data[1] as Vector2, start_data[2] as Vector2) curve.add_point(end_point, end_data[1] as Vector2, end_data[2] as Vector2) var baked_points: PackedVector2Array = curve.get_baked_points() if baked_points.size() < 2: var fallback_points: PackedVector2Array = PackedVector2Array() fallback_points.append(start_point.lerp(end_point, clamped_ratio)) return fallback_points var total_length: float = 0.0 for index: int in range(1, baked_points.size()): total_length += baked_points[index - 1].distance_to(baked_points[index]) if total_length <= 0.0: var fallback_points2: PackedVector2Array = PackedVector2Array() fallback_points2.append(start_point.lerp(end_point, clamped_ratio)) return fallback_points2 var target_length: float = total_length * clamped_ratio var walked_length: float = 0.0 var segment_points: PackedVector2Array = PackedVector2Array() segment_points.append(baked_points[0]) for index: int in range(1, baked_points.size()): var segment_length: float = baked_points[index - 1].distance_to(baked_points[index]) if walked_length + segment_length >= target_length: var segment_progress: float = 0.0 if segment_length > 0.0: segment_progress = (target_length - walked_length) / segment_length segment_points.append(baked_points[index - 1].lerp(baked_points[index], segment_progress)) break segment_points.append(baked_points[index]) walked_length += segment_length return segment_points func _get_garden_index_for_lesson(lesson_number: int) -> int: var lesson_index: int = 0 for garden_index: int in range(lesson_distribution.size()): lesson_index += lesson_distribution[garden_index] if lesson_number <= lesson_index: return garden_index return max(0, lesson_distribution.size() - 1) func _lock() -> void: is_locked = true lock.show() func _unlock() -> void: is_locked = false lock.hide() func _get_current_lesson_button(lesson: int) -> LessonButton: var lesson_number: int = 1 for garden_control: Garden in garden_parent.get_children(): for index: int in range(garden_control.get_lesson_buttons().size()): if lesson_number == lesson: return garden_control.get_lesson_buttons()[index] lesson_number += 1 return null func _on_garden_lesson_button_pressed(button: LessonButton, lesson_number: int) -> void: _open_minigames_layout(button, lesson_number) func _on_lesson_button_pressed() -> void: if is_locked: return feedback_audio_stream_player.play() await (OpeningCurtain as OpeningCurtainClass).close() LookAndLearn.transition_data = { current_button_global_position = current_button_global_position, current_lesson_number = current_lesson_number, current_garden_index = current_garden.garden_index, look_and_learn_completed = false } SceneLoader.change_scene(LOOK_AND_LEARN_SCENE_PATH) func _on_boss_button_pressed(lesson_number: int, garden_index: int) -> void: if is_locked: return feedback_audio_stream_player.play() await (OpeningCurtain as OpeningCurtainClass).close() Minigame.transition_data = { current_lesson_number = lesson_number, current_garden_index = garden_index, minigame_number = -1, minigame_completed = false, skip_minigame_layout = true, boss_gate_lesson = lesson_number } SceneLoader.change_scene(BOSS_MINIGAME_SCENE_PATH) func _on_final_boss_button_pressed(lesson_number: int, garden_index: int) -> void: if is_locked: return feedback_audio_stream_player.play() await (OpeningCurtain as OpeningCurtainClass).close() Minigame.transition_data = { current_lesson_number = lesson_number, current_garden_index = garden_index, minigame_number = -1, minigame_completed = false, skip_minigame_layout = true, boss_gate_lesson = lesson_number, is_final_boss = true } SceneLoader.change_scene(BOSS_MINIGAME_SCENE_PATH) func _on_minigame_button_pressed(scene_index: int, minigame_number: int) -> void: if is_locked: return var scene_path: String = _get_minigame_scene_path(scene_index) if scene_path.is_empty(): Log.error("Gardens: Missing minigame scene for index %d" % scene_index) return # Block a second wedge click during the curtain-close await below. _lock() feedback_audio_stream_player.play() await (OpeningCurtain as OpeningCurtainClass).close() Minigame.transition_data = { current_button_global_position = current_button_global_position, current_lesson_number = current_lesson_number, current_garden_index = current_garden.garden_index, minigame_number = minigame_number, minigame_completed = false } SceneLoader.change_scene(scene_path) func _on_scroll_container_gui_input(event: InputEvent) -> void: if in_minigame_selection: return if event is InputEventMouseButton: var mouse_button_event: InputEventMouseButton = event if mouse_button_event.pressed: var direction: int = 0 if mouse_button_event.button_index == MOUSE_BUTTON_WHEEL_LEFT: direction = -1 elif mouse_button_event.button_index == MOUSE_BUTTON_WHEEL_RIGHT: direction = 1 elif mouse_button_event.button_index == MOUSE_BUTTON_WHEEL_UP: direction = -1 elif mouse_button_event.button_index == MOUSE_BUTTON_WHEEL_DOWN: direction = 1 if direction != 0: _scroll_by_garden(direction) return if event.is_action_pressed("left_click"): is_scrolling = true elif event.is_action_released("left_click"): is_scrolling = false return if is_scrolling and event is InputEventMouseMotion: var motion_event: InputEventMouseMotion = event scroll_container.scroll_horizontal -= int(motion_event.relative.x) func _scroll_by_garden(p_direction: int) -> void: var target_scroll: int = scroll_container.scroll_horizontal + p_direction * 200 scroll_container.scroll_horizontal = target_scroll func _confirm_back_button_pressed() -> void: UserDataManager.logout_student() await (OpeningCurtain as OpeningCurtainClass).close() SceneLoader.change_scene("res://sources/menus/login/login.tscn") func _on_back_button_button_down() -> void: if is_back_button_hold_active: return is_back_button_hold_active = true back_button_hold_progress_seconds = 0.0 back_button.begin_hold() func _on_back_button_button_up() -> void: _cancel_back_button_hold() func _cancel_back_button_hold() -> void: is_back_button_hold_active = false back_button_hold_progress_seconds = 0.0 back_button.cancel_hold() func _on_area_2d_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void: if is_locked: return if event.is_action_pressed("left_click") and in_minigame_selection: _close_minigames_layout() # BackgroundRect spans the wheel screen with mouse_filter=STOP so it absorbs # every click that doesn't hit the L&L button (which is on top of it). We # dispatch the click to the matching wedge via point-in-polygon, or close the # wheel if the click falls outside every wedge. func _on_background_rect_gui_input(event: InputEvent) -> void: if is_locked or not in_minigame_selection: return if not event.is_action_pressed("left_click"): return var click_pos: Vector2 = (event as InputEventMouseButton).position for child: Node in wedges_container.get_children(): if child is MinigameWedge: var wedge: MinigameWedge = child if Geometry2D.is_point_in_polygon(click_pos, wedge.polygon.polygon): # Hit on a wedge — enabled ones launch the minigame; disabled # ones play the wrong-click feedback. Either way the click is # consumed so the wheel stays open. if wedge.is_disabled: wedge.wrong() else: wedge.pressed.emit() return _close_minigames_layout() func _on_kalulu_button_pressed() -> void: kalulu_button.hide() if current_garden.get_progress_ratio() > 0.75: await kalulu.play_kalulu_speech(help_many_plants_speech) else: await kalulu.play_kalulu_speech(help_few_plants_speech) kalulu_button.show() #endregion