Files
Kalulu/sources/gardens/gardens.gd
T
2026-01-14 16:39:19 +01:00

914 lines
40 KiB
GDScript

class_name Gardens
extends Control
signal minigame_layout_opened()
const KALULU: GDScript = preload("res://sources/minigames/base/kalulu.gd")
const GARDEN_SCENE: PackedScene = preload("res://resources/gardens/garden.tscn")
const LOOK_AND_LEARN_SCENE: PackedScene = preload("res://sources/look_and_learn/look_and_learn.tscn")
const FLOWER_VFX: PackedScene = preload("res://sources/gardens/flower_particle.tscn")
const GARDEN_SIZE: int = 2400
const GARDEN_TEXTURES_NB: int = 20
const FLOWER_TYPES_NB: int = 5
const FLOWER_COLORS_NB: int = 20
const FLOWER_OFFSET_FROM_LESSON: float = 200.0
const LESSON_VERTICAL_BASE: float = 920.0
const LESSON_VERTICAL_RANGE: float = 300.0
const TRANSPARENCY_THRESHOLD: float = 0.05
const POSITION_SEARCH_STEP: int = 40
const MAX_POSITION_SEARCH_RADIUS: int = 300
static var garden_alpha_cache: Dictionary = {}
static var transition_data: Dictionary = {}
@export_category("Layout")
@export var gardens_layout: GardensLayout:
set = set_gardens_layout
@export var starting_garden: int = -1
@export_category("Colors")
@export var unlocked_color: Color = Color("1c2662") #blue
@export var locked_color: Color = Color("1d2229") #black
@export_group("Minigames")
@export var minigames_scenes: Array[PackedScene] = []
@export var minigames_icons: Array[Texture] = []
var lessons: Dictionary = {}
var points: Array[Array] = []
var is_scrolling: bool = false
var scroll_beginning_garden: int = 0
var scroll_tween: Tween
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 lesson_to_flower_index: Dictionary = {}
@onready var garden_parent: HBoxContainer = %GardenParent
@onready var locked_line: Line2D = $ScrollContainer/LockedLine
@onready var unlocked_line: Line2D = $ScrollContainer/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 minigame_selection: Control = %MinigameSelection
@onready var lesson_button: LessonButton = %LessonButton
@onready var lesson_button_particles: GPUParticles2D = %LessonButtonParticles
@onready var back_button: TextureButton = %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 minigame_layout_1: MinigameLayout = %MinigameBackground1
@onready var minigame_layout_2: MinigameLayout = %MinigameBackground2
@onready var minigame_layout_3: MinigameLayout = %MinigameBackground3
@onready var minigame_background: TextureRect = %MinigameBackground
@onready var minigame_background_center: TextureRect = %MinigameBackgroundCenter
@onready var lock: Control = %Lock
@onready var kalulu: KALULU = %Kalulu
@onready var kalulu_button: CanvasItem = %KaluluButton
@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 _ready() -> void:
# Gets the lessons of the current language pack
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_array: Array = lessons[element.LessonNb]
lesson_array.append({grapheme = element.Grapheme, phoneme = element.Phoneme, gp_id = element.GPID})
gardens_layout = generate_gardens_layout(lessons.size())
set_gardens_layout(gardens_layout)
# Setups the lessons
_set_up_lessons()
# If there is no data, skips the rest
if not UserDataManager.student_progression:
await OpeningCurtain.open()
return
await get_tree().process_frame
_lock()
lesson_to_flower_index.clear()
# Transition variables #
# The maximum unlocked lesson by the player
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
# Defines if the last played minigame or lookandlearn is of the last available lesson
var is_current_lesson: bool = transition_data and transition_data.current_lesson_number == max_unlocked_lesson_index
# Defines if a minigame was just completed
var is_minigame_completed: bool = transition_data.has("minigame_completed") and transition_data.minigame_completed
# Defines if the minigame or lookandlearn cleared is for the first time
var is_first_clear: bool = transition_data and transition_data.has("first_clear") and transition_data.first_clear
# Defines if a new lesson has been unlocked by the player, setups to play the right animation
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 + 1
# Sets the unlocked line and particles to the most advanced unlocked lesson before playing any animation
var most_advanced_unlocked_lesson_index: int = max_unlocked_lesson_index
if new_lesson_unlocked:
most_advanced_unlocked_lesson_index -= 1
_set_unlocked_path(most_advanced_unlocked_lesson_index)
#region Progression
# Loads the progression of the player without the newly unlocked stuff from the transition data
var lesson_ind: int = 1
# Go through each garden
for garden_control: Garden in garden_parent.get_children():
# Handles the lesson buttons and calculate the progression of the garden
for index: int in range(garden_control.get_lesson_buttons().size()):
var button: LessonButton = garden_control.get_lesson_buttons()[index]
if not lesson_ind in lessons:
button.set_disabled(true)
if index < garden_control.flowers_visible.size():
garden_control.flowers_visible[index] = false
continue
lesson_to_flower_index[lesson_ind] = {"garden": garden_control, "index": index}
var lesson_unlocks: Dictionary = UserDataManager.student_progression.unlocks[lesson_ind]
var is_lesson_unlocked: bool = lesson_unlocks["look_and_learn"] != StudentProgression.Status.Locked
var is_look_and_learn_completed: bool = lesson_unlocks["look_and_learn"] == StudentProgression.Status.Completed
button.set_disabled(not is_lesson_unlocked)
if index < garden_control.flowers_visible.size():
garden_control.flowers_visible[index] = is_look_and_learn_completed
# If we just unlocked the new lesson, leave the button disabled
if new_lesson_unlocked and lesson_ind == newly_unlocked_lesson_number:
button.set_disabled(true)
if not(new_lesson_unlocked and lesson_ind == newly_unlocked_lesson_number - 1):
button.completed = UserDataManager.student_progression.is_lesson_completed(lesson_ind)
var completed_minigames: int = _count_completed_minigames(lesson_ind)
if is_current_lesson and is_first_clear and is_minigame_completed and transition_data.has("minigame_number") and transition_data.minigame_number < (lesson_unlocks["games"] as Array).size():
if lesson_unlocks["games"][transition_data.minigame_number] == StudentProgression.Status.Completed:
completed_minigames = max(0, completed_minigames - 1)
if index < garden_control.flowers_sizes.size():
garden_control.flowers_sizes[index] = _get_flower_size_for_completion(completed_minigames)
lesson_ind += 1
garden_control.update_flowers()
#endregion
#region Scroll
# Scrolls to the right garden
if not transition_data:
if starting_garden == -1:
lesson_ind = 1
for garden_ind: int in range(garden_parent.get_child_count()):
var garden_control: Garden = garden_parent.get_child(garden_ind)
if starting_garden != -1:
break
if not lesson_ind in lessons:
break
for index: int in range(garden_control.get_lesson_buttons().size()):
if not lesson_ind in lessons:
break
if UserDataManager.student_progression:
var unlock: Dictionary = UserDataManager.student_progression.unlocks[lesson_ind]
var look_and_learn_unlocked: bool = unlock["look_and_learn"] == StudentProgression.Status.Unlocked
var exercise_unlock_1: bool = unlock["games"][0] == StudentProgression.Status.Unlocked
var exercise_unlock_2: bool = unlock["games"][1] == StudentProgression.Status.Unlocked
var exercise_unlock_3: bool = unlock["games"][2] == StudentProgression.Status.Unlocked
if look_and_learn_unlocked or exercise_unlock_1 or exercise_unlock_2 or exercise_unlock_3:
starting_garden = garden_ind
break
else:
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
scroll_container.scroll_horizontal = GARDEN_SIZE * starting_garden
scroll_beginning_garden = int(float(scroll_container.scroll_horizontal) / GARDEN_SIZE)
current_garden = garden_parent.get_child(starting_garden)
#endregion
await OpeningCurtain.open()
MusicManager.play(MusicManager.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
#region Flowers animation
if transition_data.has("look_and_learn_completed") and transition_data.look_and_learn_completed and transition_data.has("current_lesson_number"):
var lesson_number: int = transition_data.current_lesson_number as int
var flower_info: Dictionary = lesson_to_flower_index.get(lesson_number, {})
if flower_info and flower_info.has("garden") and flower_info.has("index"):
var target_garden: Garden = flower_info.garden
var target_index: int = flower_info.index
if target_index < target_garden.flowers_visible.size():
target_garden.flowers_visible[target_index] = true
if target_index < target_garden.flowers_sizes.size():
target_garden.flowers_sizes[target_index] = _get_flower_size_for_completion(_count_completed_minigames(lesson_number))
target_garden.update_flowers()
# Play the flowers animation if needed
if is_current_lesson and is_first_clear and is_minigame_completed and transition_data.has("current_lesson_number"):
# Wait a bit before any action to smooth the animations
await get_tree().create_timer(1).timeout
var lesson_number: int = transition_data.current_lesson_number as int
var flower_info: Dictionary = lesson_to_flower_index.get(lesson_number, {})
if flower_info and flower_info.has("garden") and flower_info.has("index"):
var target_garden: Garden = flower_info.garden
var target_index: int = flower_info.index
var new_completed_count: int = _count_completed_minigames(lesson_number)
var target_size: Garden.FlowerSizes = _get_flower_size_for_completion(new_completed_count)
var current_size: Garden.FlowerSizes = target_garden.flowers_sizes[target_index]
target_garden.flowers_visible[target_index] = true
if target_size != current_size:
var flower_vfx: FlowerVFX = FLOWER_VFX.instantiate()
target_garden.flower_controls[target_index].add_child(flower_vfx)
flower_vfx.anchor_bottom = 0.5
flower_vfx.anchor_top = 0.5
flower_vfx.anchor_left = 0.5
flower_vfx.anchor_right = 0.5
flower_vfx.play()
await get_tree().create_timer(0.5).timeout
target_garden.flowers_sizes[target_index] = target_size
target_garden.update_flowers()
#endregion
# Wait a bit before any action to smooth the animations
await get_tree().create_timer(1).timeout
# Re-open the minigames layout
await _open_minigames_layout(_get_current_lesson_button(transition_data.current_lesson_number as int), transition_data.current_lesson_number as int)
#region New lesson unlocked
if new_lesson_unlocked:
var max_lesson: int = UserDataManager.student_progression.get_max_unlocked_lesson_index()
# Close the layout
await get_tree().create_timer(2).timeout
await _close_minigames_layout()
# Path towards the next lesson
lesson_ind = 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 index: int in range(garden_control.get_lesson_buttons().size()):
if lesson_ind == max_lesson + 1:
new_lesson_button = garden_control.get_lesson_buttons()[index]
if lesson_ind == max_lesson:
last_lesson_button = garden_control.get_lesson_buttons()[index]
if index == garden_control.get_lesson_buttons().size() -1:
is_last_lesson_of_garden = true
if last_lesson_button and new_lesson_button:
break
lesson_ind += 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 = int(float(target_scroll) / GARDEN_SIZE)
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_disabled(false)
#endregion
# Unlock the interface
_unlock()
# Empty the transition data
transition_data = {}
# 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")
static func _get_garden_background_image(garden_color_index: int) -> Image:
if garden_alpha_cache.has(garden_color_index):
return garden_alpha_cache[garden_color_index]
var path: String = Garden.BACKGROUND_PATH_MODEL % [garden_color_index + 1]
var garden_image: Image = Image.new()
var error: Error = garden_image.load(path)
if error != OK:
Log.warn("Gardens: Unable to load garden texture %s (error %s), skipping transparency validation" % [path, str(error)])
return null
garden_alpha_cache[garden_color_index] = garden_image
return garden_image
static func _get_garden_dimensions(garden_color_index: int, garden_image: Image = null) -> Vector2:
if not garden_image:
garden_image = _get_garden_background_image(garden_color_index)
if not garden_image:
return Vector2(GARDEN_SIZE, LESSON_VERTICAL_BASE + LESSON_VERTICAL_RANGE)
var width_scale: float = float(GARDEN_SIZE) / float(maxf(1, garden_image.get_width()))
return Vector2(GARDEN_SIZE, float(garden_image.get_height()) * width_scale)
static func _clamp_position_to_garden(tested_position: Vector2, garden_dimensions: Vector2) -> Vector2:
return Vector2(
clampf(tested_position.x, 0.0, maxf(1.0, garden_dimensions.x)),
clampf(tested_position.y, 0.0, maxf(1.0, garden_dimensions.y))
)
static func _is_position_on_garden_texture(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2, garden_image: Image = null) -> bool:
if not garden_image:
garden_image = _get_garden_background_image(garden_color_index)
if not garden_image:
return true
var safe_dimensions: Vector2 = Vector2(
maxf(1.0, garden_dimensions.x),
maxf(1.0, garden_dimensions.y)
)
var normalized_position: Vector2 = Vector2(
clampf(tested_position.x / safe_dimensions.x, 0.0, 1.0),
clampf(tested_position.y / safe_dimensions.y, 0.0, 1.0)
)
var width: float = maxf(1, garden_image.get_width())
var height: float = maxf(1, garden_image.get_height())
var pixel: Vector2i = Vector2i(
int(normalized_position.x * (width - 1.0)),
int(normalized_position.y * (height - 1.0))
)
return garden_image.get_pixelv(pixel).a >= TRANSPARENCY_THRESHOLD
static func _find_valid_position_on_garden(garden_color_index: int, tested_position: Vector2, garden_dimensions: Vector2) -> Vector2:
var garden_image: Image = _get_garden_background_image(garden_color_index)
if not garden_image:
return _clamp_position_to_garden(tested_position, garden_dimensions)
var clamped_position: Vector2 = _clamp_position_to_garden(tested_position, garden_dimensions)
if _is_position_on_garden_texture(garden_color_index, clamped_position, garden_dimensions, garden_image):
return clamped_position
var angles: Array[float] = []
for angle_deg: int in range(0, 360, 30):
angles.append(deg_to_rad(angle_deg))
for radius: int in range(POSITION_SEARCH_STEP, MAX_POSITION_SEARCH_RADIUS + POSITION_SEARCH_STEP, POSITION_SEARCH_STEP):
for angle: float in angles:
var offset: Vector2 = Vector2.RIGHT.rotated(angle) * float(radius)
var candidate: Vector2 = _clamp_position_to_garden(clamped_position + offset, garden_dimensions)
if _is_position_on_garden_texture(garden_color_index, candidate, garden_dimensions, garden_image):
return candidate
return clamped_position
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 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)])
return distribution
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 rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = 13985
Log.trace("Gardens: RNG seeded with %s" % str(rng.seed))
var lessons_left: int = total_lessons
var garden_index: int = 0
while lessons_left > 0 and garden_index < GARDEN_TEXTURES_NB:
var gardens_left: int = GARDEN_TEXTURES_NB - 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, rng))
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, 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 lesson_buttons: Array[GardenLayout.GardenLayoutLessonButton] = []
for lesson_index: int in range(lessons_for_garden):
var lesson_position: Vector2i = lesson_positions[lesson_index]
var adjusted_lesson_position: Vector2 = _find_valid_position_on_garden(garden_layout.color, Vector2(lesson_position), garden_dimensions)
if not adjusted_lesson_position.is_equal_approx(Vector2(lesson_position)):
Log.trace("Gardens: Adjusted lesson %s position from %s to %s to stay on background" % [str(lesson_index), str(lesson_position), str(adjusted_lesson_position)])
lesson_position = Vector2i(roundi(adjusted_lesson_position.x), roundi(adjusted_lesson_position.y))
lesson_positions[lesson_index] = lesson_position
Log.trace("Gardens: Garden %s lesson %s position calculated at %s" % [str(garden_index), str(lesson_index), str(lesson_position)])
var path_out: Vector2i = Vector2i.ZERO
if lesson_index + 1 < lesson_positions.size():
var next_position: Vector2i = lesson_positions[lesson_index + 1]
var tangent: Vector2 = (next_position - lesson_position) * 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
var flowers: Array[GardenLayout.Flower] = []
for lesson_index: int in range(lesson_positions.size()):
var flower_position: Vector2i = lesson_positions[lesson_index]
flower_position.y = max(0, flower_position.y - int(FLOWER_OFFSET_FROM_LESSON))
var flower_color: int = (garden_layout.color + lesson_index) % FLOWER_COLORS_NB
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))
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] = []
if lessons_for_garden <= 0:
Log.trace("Gardens: No lessons for garden %s, returning empty positions" % str(garden_index))
return positions
var spacing: float = float(GARDEN_SIZE) / float(lessons_for_garden + 1)
Log.trace("Gardens: Garden %s lesson spacing calculated as %s" % [str(garden_index), str(spacing)])
var vertical_phase: float = float(garden_index % 3) * 0.65
Log.trace("Gardens: Garden %s vertical phase set to %s" % [str(garden_index), str(vertical_phase)])
for lesson_index: int in range(lessons_for_garden):
var x: int = int(spacing * float(lesson_index + 1))
var wave_position: float = float(lesson_index) / maxf(1.0, lessons_for_garden - 1)
var y: int = int(LESSON_VERTICAL_BASE + sin(vertical_phase + wave_position * PI) * LESSON_VERTICAL_RANGE)
Log.trace("Gardens: Garden %s lesson %s position -> x: %s, wave position: %s, y: %s" % [str(garden_index), str(lesson_index), str(x), str(wave_position), str(y)])
positions.append(Vector2i(x, y))
Log.info("Gardens: Completed lesson positions for garden %s" % str(garden_index))
return positions
func _process(_delta: float) -> void:
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
func _open_minigames_layout(button: LessonButton, lesson_ind: int) -> void:
if in_minigame_selection or not UserDataManager.student_progression:
return
feedback_audio_stream_player2.pitch_scale = 1.1
feedback_audio_stream_player2.play()
in_minigame_selection = true
# Gets the correct exercises for the lesson
var exercises: Array[int] = Database.get_exercise_for_lesson(lesson_ind)
if not exercises or exercises.size() < 3:
return
# Sets the variables for the current garden and lesson
current_lesson_number = lesson_ind
if button:
#button_global_position = button.global_position
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]
var are_minigames_locked: bool = lesson_unlocks["games"][0] == StudentProgression.Status.Locked and lesson_unlocks["games"][1] == StudentProgression.Status.Locked and lesson_unlocks["games"][2] == StudentProgression.Status.Locked
# Deactivate the mouse filters on the buttons behind the layout
for l_button: LessonButton in current_garden.get_lesson_buttons():
l_button.mouse_filter = Control.MOUSE_FILTER_IGNORE
# Background
if are_minigames_locked:
minigame_background_center.modulate = locked_color
else:
minigame_background_center.modulate = current_garden.color
# Lesson button
_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)
# Animations
minigame_selection.show()
back_button.hide()
kalulu_button.hide()
line_particles.hide()
minigame_background.size = 300.0 * Vector2.ONE
minigame_background.global_position = current_button_global_position
minigame_background.show()
minigame_background_center.size = 300.0 * Vector2.ONE
minigame_background_center.global_position = current_button_global_position
minigame_background_center.show()
var tween: Tween = create_tween().set_parallel(true).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
tween.tween_property(minigame_background_center, "scale", (1800.0 / 300.0) * Vector2.ONE, 0.25)
tween.tween_property(minigame_background_center, "global_position", Vector2(380.0, 0), 0.25)
tween.tween_property(minigame_background, "scale", (1800.0 / 300.0) * Vector2.ONE, 0.25)
tween.tween_property(minigame_background, "global_position", Vector2(380.0, 0), 0.25)
tween.chain().tween_property(minigame_selection, "modulate:a", 1.0, 0.25)
await tween.finished
minigame_layout_opened.emit()
func _handle_lesson_button(lesson: int, status: StudentProgression.Status, color: Color) -> void:
lesson_button.text = lessons[lesson][0].grapheme
lesson_button.completed_color = color
lesson_button.set_disabled(status == StudentProgression.Status.Locked)
lesson_button.completed = status == StudentProgression.Status.Completed
lesson_button_particles.emitting = status == StudentProgression.Status.Unlocked
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()
func _fill_minigame_choice(layout: MinigameLayout, exercise_type: int, status: StudentProgression.Status, minigame_number: int) -> void:
layout.icon.texture = minigames_icons[exercise_type-1]
layout.is_disabled = status == StudentProgression.Status.Locked
if status == StudentProgression.Status.Completed:
if transition_data and transition_data.has("minigame_completed") and transition_data.minigame_completed and transition_data.has("minigame_number") and transition_data.minigame_number == minigame_number and transition_data.has("first_clear") and transition_data.first_clear:
layout.self_modulate = unlocked_color
await minigame_layout_opened
create_tween().tween_property(layout, "self_modulate:a", 0, 0.5)
layout.right()
else:
layout.self_modulate.a = 0
elif status == StudentProgression.Status.Locked:
layout.self_modulate = locked_color
else:
layout.self_modulate = unlocked_color
layout.pressed.connect(_on_minigame_button_pressed.bind(minigames_scenes[exercise_type-1], minigame_number))
func _count_completed_minigames(lesson_ind: int) -> int:
if not UserDataManager.student_progression or not UserDataManager.student_progression.unlocks.has(lesson_ind):
return 0
var completed: int = 0
for game_status: int in UserDataManager.student_progression.unlocks[lesson_ind]["games"]:
if game_status == StudentProgression.Status.Completed:
completed += 1
return completed
func _get_flower_size_for_completion(completed_minigames: int) -> Garden.FlowerSizes:
match completed_minigames:
1:
return Garden.FlowerSizes.SMALL
2:
return Garden.FlowerSizes.MEDIUM
3:
return Garden.FlowerSizes.LARGE
_:
return Garden.FlowerSizes.NOT_STARTED
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_parallel(true).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
tween.tween_property(minigame_selection, "modulate:a", 0.0, 0.25)
var other_tween: Tween = tween.chain()
other_tween.tween_property(minigame_background_center, "scale", Vector2.ONE, 0.25)
other_tween.tween_property(minigame_background_center, "global_position", current_button_global_position, 0.25)
other_tween.tween_property(minigame_background, "scale", Vector2.ONE, 0.25)
other_tween.tween_property(minigame_background, "global_position", current_button_global_position, 0.25)
await tween.finished
if current_button:
current_button.show_placeholder(false)
minigame_selection.hide()
minigame_background.hide()
minigame_background_center.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
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)
func _set_up_lessons() -> void:
var lesson_ind: 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()
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_ind += 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()
func add_gardens() -> void:
if not garden_parent:
return
# Removes old gardens
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")
var distribution: Array[int] = compute_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: Garden = GARDEN_SCENE.instantiate()
garden_parent.add_child(garden)
garden.garden_index = garden_index
garden_index += 1
var lessons_for_garden: int = 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
func set_up_path() -> void:
if not garden_parent:
return
points = []
var curve: Curve2D = Curve2D.new()
for index: int in range(gardens_layout.gardens.size()):
if index >= garden_parent.get_child_count():
break
var garden_layout: GardenLayout = gardens_layout.gardens[index]
var garden_control: Garden = garden_parent.get_child(index)
for button: GardenLayout.GardenLayoutLessonButton in garden_layout.lesson_buttons:
var point_position: Vector2 = garden_parent.position + garden_control.position + Vector2(button.position)
point_position += garden_control.get_button_size() / 2
var point_in_position: Vector2 = Vector2.ZERO
if curve.point_count > 1:
point_in_position = 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_position, button.path_out_position)
points.append([point_position, point_in_position, button.path_out_position])
locked_line.points = curve.get_baked_points()
func _set_unlocked_path(max_unlocked_lesson_index: int) -> 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()
unlocked_line.points = baked_points
if baked_points.size() > 0:
line_particles.position = baked_points[baked_points.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_ind: int = 1
for garden_control: Garden in garden_parent.get_children():
for index: int in range(garden_control.get_lesson_buttons().size()):
if lesson_ind == lesson:
return garden_control.get_lesson_buttons()[index]
lesson_ind += 1
return null
func _on_garden_lesson_button_pressed(button: LessonButton, lesson_ind: int) -> void:
_open_minigames_layout(button, lesson_ind)
func _on_lesson_button_pressed() -> void:
if is_locked:
return
feedback_audio_stream_player.play()
await OpeningCurtain.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
}
get_tree().change_scene_to_packed(LOOK_AND_LEARN_SCENE)
func _on_minigame_button_pressed(minigame_scene: PackedScene, minigame_number: int) -> void:
if is_locked:
return
feedback_audio_stream_player.play()
await OpeningCurtain.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
}
get_tree().change_scene_to_packed(minigame_scene)
func _on_scroll_container_gui_input(event: InputEvent) -> void:
if in_minigame_selection:
return
if event.is_action_pressed("left_click"):
is_scrolling = true
scroll_beginning_garden = int(float(scroll_container.scroll_horizontal) / GARDEN_SIZE)
if scroll_tween:
scroll_tween.stop()
scroll_tween = null
elif event.is_action_released("left_click"):
is_scrolling = false
var shift_value: int = scroll_container.scroll_horizontal - scroll_beginning_garden * GARDEN_SIZE
var target_scroll: int = scroll_beginning_garden * GARDEN_SIZE
var is_garden_changed: bool = false
if shift_value < - 400:
target_scroll -= GARDEN_SIZE
is_garden_changed = true
left_audio_stream_player.play()
elif shift_value > 400:
target_scroll += GARDEN_SIZE
is_garden_changed = true
right_audio_stream_player.play()
scroll_tween = create_tween()
scroll_tween.set_ease(Tween.EASE_OUT)
scroll_tween.set_trans(Tween.TRANS_SPRING)
scroll_tween.tween_property(scroll_container, "scroll_horizontal", target_scroll, 1)
if is_garden_changed:
current_garden = garden_parent.get_child(int(float(target_scroll) / GARDEN_SIZE))
current_garden.pop_animation()
await scroll_tween.finished
scroll_beginning_garden = int(float(scroll_container.scroll_horizontal) / GARDEN_SIZE)
if is_scrolling and event is InputEventMouseMotion:
var motion_event: InputEventMouseMotion = event
scroll_container.scroll_horizontal -= int(motion_event.relative.x)
func _on_back_button_pressed() -> void:
await OpeningCurtain.close()
get_tree().change_scene_to_file("res://sources/menus/brain/brain.tscn")
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()
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()