Files
Kalulu/sources/minigames/base/base_minigame.gd
T

412 lines
9.7 KiB
GDScript

@tool
extends Control
class_name Minigame
const Gardens: = preload("res://sources/gardens/gardens.gd")
enum Type {
jellyfish,
crabs,
parakeets,
monkey,
caterpillar,
frog,
turtles,
ants,
penguin,
fish
}
@export var minigame_name: Type
@export var lesson_nb: = 1
@export_range(0, 4) var difficulty: = 0
@export_range(0, 1) var current_lesson_stimuli_ratio : float = 0.7
@export var minigame_number: = 1
@export_category("Difficulty")
@export var max_number_of_lives: = 0 :
set(value):
max_number_of_lives = value
if minigame_ui:
minigame_ui.set_maximum_number_of_lives(value)
@export var max_progression: = 0 :
set(value):
max_progression = value
if minigame_ui:
minigame_ui.set_max_progression(value)
@export_category("Hints")
@export var errors_before_help_speech: int = 2
@export var errors_before_highlight: int = 3
@onready var minigame_ui: = $MinigameUI
@onready var audio_player: MinigameAudioStreamPlayer = $AudioStreamPlayer
@onready var fireworks: = $Fireworks
# Game root shall contain all the game tree.
# This node is pausable unlike the others, so the pause button can stop the game but not other essential processes.
@onready var game_root: = $GameRoot
# Expected number of stimuli from current lesson
@onready var current_lesson_stimuli_number: int = floori(max_progression * current_lesson_stimuli_ratio)
# Sounds
const win_sound_fx: = preload("res://assets/sfx/sfx_game_over_win.mp3")
const lose_sound_fx: = preload("res://assets/sfx/sfx_game_over_lose.mp3")
# Lesson
var minigame_difficulty: int
var lesson_difficulty: int
# Logs
var logs: = {}
# Scores for the remediation engine
var scores: = {}
# Stimuli
var stimuli: = []
var distractions: = []
# Lives
var current_lives: = 0 :
set(value):
var previous_lives: = current_lives
current_lives = value
if current_lives < previous_lives:
consecutive_errors += previous_lives - current_lives
if current_lives == max_number_of_lives - errors_before_help_speech:
_play_kalulu_help_speech()
elif consecutive_errors == errors_before_highlight:
is_highlighting = true
if minigame_ui:
minigame_ui.set_number_of_lives(value)
if value == 0 and previous_lives != 0:
_lose()
# Progression
var current_progression: = 0 : set = set_current_progression
var current_number_of_hints: = 0
var consecutive_errors: = 0
var is_highlighting: bool = false:
set(value):
is_highlighting = value
if is_highlighting:
_highlight()
else:
_stop_highlight()
# Speeches
var intro_kalulu_speech: AudioStreamMP3
var help_kalulu_speech: AudioStreamMP3
var win_kalulu_speech: AudioStreamMP3
var lose_kalulu_speech: AudioStreamMP3
# data to go back to the right place in gardens
var gardens_data: Dictionary
static var transition_data: Dictionary
#region Initialisation
func _ready() -> void:
gardens_data = transition_data
minigame_number = transition_data.get("minigame_number", minigame_number)
lesson_nb = transition_data.get("current_lesson_number", lesson_nb)
#transition_data = {}
# Difficulty
if UserDataManager._student_difficulty:
difficulty = UserDataManager.get_difficulty_for_minigame(Type.keys()[minigame_name])
intro_kalulu_speech = Database.load_external_sound(Database.get_kalulu_speech_path(Type.keys()[minigame_name], "intro"))
help_kalulu_speech = Database.load_external_sound(Database.get_kalulu_speech_path(Type.keys()[minigame_name], "help"))
win_kalulu_speech = Database.load_external_sound(Database.get_kalulu_speech_path(Type.keys()[minigame_name], "end"))
lose_kalulu_speech = Database.load_external_sound(Database.get_kalulu_speech_path("minigame", "lose"))
if not Engine.is_editor_hint():
minigame_ui.set_master_volume_slider(UserDataManager.get_master_volume())
minigame_ui.set_music_volume_slider(UserDataManager.get_music_volume())
minigame_ui.set_voice_volume_slider(UserDataManager.get_voice_volume())
minigame_ui.set_effects_volume_slider(UserDataManager.get_effects_volume())
# Stop the current music
MusicManager.stop()
_reset_logs()
_initialize()
func _initialize() -> void:
if not Engine.is_editor_hint():
_find_stimuli_and_distractions()
_setup_minigame()
if not Engine.is_editor_hint():
await _curtains_and_kalulu()
_start()
# Find and set the parameters of the minigame, like the number of lives or the victory conditions.
func _setup_minigame() -> void:
max_progression = max_progression
max_number_of_lives = max_number_of_lives
current_lives = max_number_of_lives
# Find the stimuli and distractions of the minigame.
func _find_stimuli_and_distractions() -> void:
return
# Open the curtains and Kalulu explains
func _curtains_and_kalulu() -> void:
await OpeningCurtain.open()
minigame_ui.play_kalulu_speech(intro_kalulu_speech)
await minigame_ui.kalulu_speech_ended
# Launch the minigame
func _start() -> void:
return
#endregion
#region Ending
func _reset() -> void:
await OpeningCurtain.close()
get_tree().paused = false
get_tree().reload_current_scene()
func _win() -> void:
# Lock the UI
minigame_ui.lock()
if UserDataManager.student_progression:
UserDataManager.student_progression.game_completed(lesson_nb, minigame_number)
# Remediation
if scores:
UserDataManager.update_remediation_scores(scores)
# Difficulty
UserDataManager.update_difficulty_for_minigame(Type.keys()[minigame_name], true)
audio_player.stream = win_sound_fx
audio_player.play()
fireworks.start()
await fireworks.finished
minigame_ui.play_kalulu_speech(win_kalulu_speech)
await minigame_ui.kalulu_speech_ended
_go_back_to_the_garden()
func _lose() -> void:
# Lock the UI
minigame_ui.lock()
# Remediation
if scores:
UserDataManager.update_remediation_scores(scores)
# Difficulty
UserDataManager.update_difficulty_for_minigame(Type.keys()[minigame_name], false)
audio_player.stream = lose_sound_fx
audio_player.play()
await audio_player.finished
minigame_ui.play_kalulu_speech(lose_kalulu_speech)
await minigame_ui.kalulu_speech_ended
_reset()
#endregion
#region Logs
func _save_logs() -> void:
LessonLogger.save_logs(logs, UserDataManager.get_student_folder(), Type.keys()[minigame_name], lesson_nb, Time.get_time_string_from_system())
_reset_logs()
func _reset_logs() -> void:
logs = {
"answers": []
}
func _log_new_response(response: Dictionary, current_stimulus: Dictionary) -> void:
var response_log: = {
"reponse": response,
"awaited_response": current_stimulus,
"is_right": response == current_stimulus,
"minigame": Type.keys()[minigame_name],
"number_of_hints": current_number_of_hints,
"current_progression": current_progression,
"max_progression": max_progression,
"current_lives": current_lives,
"max_number_of_lives": max_number_of_lives,
}
logs["answers"].append(response_log)
#endregion
#region Remediation
# Calculates the stimulus remediation score
func _get_stimulus_score(stimulus: Dictionary) -> int:
var score: int = 0
if stimulus.has("GPs"):
for gp: Dictionary in stimulus.GPs:
score += UserDataManager.get_GP_remediation_score(gp.ID)
return score
# Sorting function to sort arrays of stimuli based on their remediation score
func _sort_scoring(stimulus1: Dictionary, stimulus2: Dictionary) -> bool:
return _get_stimulus_score(stimulus2) > _get_stimulus_score(stimulus1)
# Updates the score of a GP defined by his ID
func _update_score(ID: int, score: int) -> void:
var new_score: = 0
if scores.has(ID):
new_score += scores[ID]
new_score += score
scores[ID] = new_score
#endregion
#region UI Callbacks
func _go_back_to_the_garden() -> void:
get_tree().paused = false
await OpeningCurtain.close()
_save_logs()
Gardens.transition_data = gardens_data
get_tree().change_scene_to_file("res://sources/gardens/gardens.tscn")
func _play_stimulus() -> void:
return
func _pause_game() -> void:
var pause: = not get_tree().paused
get_tree().paused = pause
minigame_ui.show_center_menu(pause)
func _play_kalulu() -> void:
minigame_ui.play_kalulu_speech(help_kalulu_speech)
await minigame_ui.kalulu_speech_ended
func _highlight() -> void:
pass
func _stop_highlight() -> void:
pass
func _play_kalulu_help_speech() -> void:
minigame_ui.play_kalulu_speech(help_kalulu_speech)
#endregion
#region Setters
func set_current_progression(p_current_progression: int) -> void:
var previous_progression: = current_progression
current_progression = p_current_progression
consecutive_errors = 0
is_highlighting = false
if minigame_ui:
minigame_ui.set_progression(p_current_progression)
if p_current_progression == max_progression and previous_progression != max_progression:
await _win()
else:
@warning_ignore("redundant_await")
await _on_current_progression_changed()
#endregion
#region Connections
func _on_minigame_ui_garden_button_pressed() -> void:
_go_back_to_the_garden()
func _on_minigame_ui_stimulus_button_pressed() -> void:
get_tree().paused = true
minigame_ui.lock()
await minigame_ui.repeat_stimulus_animation(true)
@warning_ignore("redundant_await")
await _play_stimulus()
await minigame_ui.repeat_stimulus_animation(false)
minigame_ui.unlock()
get_tree().paused = false
func _on_minigame_ui_pause_button_pressed() -> void:
_pause_game()
func _on_minigame_ui_kalulu_button_pressed() -> void:
_play_kalulu()
func _on_minigame_ui_restart_button_pressed() -> void:
_reset()
func _on_minigame_ui_back_to_menu_pressed() -> void:
_go_back_to_the_garden()
func _on_minigame_ui_master_volume_changed(volume) -> void:
UserDataManager.set_master_volume(volume)
func _on_minigame_ui_music_volume_changed(volume) -> void:
UserDataManager.set_music_volume(volume)
func _on_minigame_ui_voice_volume_changed(volume) -> void:
UserDataManager.set_voice_volume(volume)
func _on_minigame_ui_effects_volume_changed(volume) -> void:
UserDataManager.set_effects_volume(volume)
func _on_current_progression_changed() -> void:
pass
#endregion