Game files

This commit is contained in:
June
2026-03-24 12:56:35 -07:00
parent 7258b2e118
commit 44e67067a0
6027 changed files with 76278 additions and 0 deletions

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class_name cCharacter
extends Node
const Map = preload("res://Scripts/Levels/lsOffice.gd")
# --- Parameters ---
@export_range(0, 20) var ai_level := 10
@export var min_interval := 8
@export var max_interval := 12
@export var reset_after_climax := true
# --- Constants ---
const MAX_STATE := 6
const DEBUG := true
# --- Runtime ---
var state: int = 0
var current_location: int = Global.LocationID.POWER_STATION
var move_timer := 0.0
var stunted: bool = false
func get_room_presence(room_id):
if current_location != room_id:
return -1
return state
func _ready() -> void:
randomize()
_set_next_interval()
# Pick the next random movement interval (35 sec)
func _set_next_interval() -> void:
move_timer = randf_range(min_interval, max_interval)
# Rolls to see if the character may move
func try_move(delta: float) -> bool:
move_timer -= delta
if move_timer > 0.0:
return false
# Interval completed → immediately pick the next one
_set_next_interval()
# Roll 120 like OG FNAF
var roll := randi_range(1, 20)
if DEBUG:
print(name, " | AI:", ai_level, " | Roll:", roll)
return roll <= ai_level
func advance_state() -> void:
if state >= MAX_STATE:
if reset_after_climax:
state = 0
else:
state += 1
func _process(delta: float) -> void:
if try_move(delta):
if(stunted):
stunted = false
return
advance_state()
if (randi_range(1, 20) > 10):
stunted = true
match state:
0: pass # dormant
1: pass
2: pass
3: pass
4: pass
5: pass
6: pass

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uid://tjwgfir0ecm6

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extends Node2D
@export var target: Node
@export var night_manager: NightManager
func _process(_delta: float) -> void:
queue_redraw()
func _draw() -> void:
if target == null:
return
var nighttext := "TIME: %.2f\nHOUR: %d" % [
night_manager.hour_timer,
night_manager.current_hour
]
var text := "STATE: %s\nTIMER: %.2f\nLOCATION: %s" % [
target.state,
target.move_timer,
target.current_location
]
draw_string(
ThemeDB.fallback_font,
Vector2(10, -10),
text,
HORIZONTAL_ALIGNMENT_LEFT,
-1,
14
)
draw_string(
ThemeDB.fallback_font,
Vector2(10, -30),
nighttext,
HORIZONTAL_ALIGNMENT_LEFT,
-1,
14
)

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uid://cntxldpts5png

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class_name cConstruct extends cCharacter
signal location_changed(ai, old_location, new_location)
signal state_changed(ai, old_state, new_state)
@export var night_manager: NightManager
func _ready():
night_manager.hour_changed.connect(_on_hour_changed)
func _on_hour_changed(hour: int):
if hour == 1:
ai_level += 2
if hour == 3:
ai_level += 5

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uid://qp1x4i2r65hr

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extends AnimatedSprite2D
@export var animationname: String = "default"
func _ready() -> void:
self.play(animationname)
print("Playing animation")

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uid://cw6yeu0c7lgr2

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extends ColorRect
@export var amount_base := 0.15 # minimum glitch
@export var amount_amp := 0.25 # how strong the wave is
@export var amount_speed := 1.2 # speed of oscillation
var time := 0.0
@onready var mat := material as ShaderMaterial
func _process(delta: float) -> void:
if not mat:
return
time += delta
# Animate seed (row randomness)
mat.set_shader_parameter("seed", time * 10.0)
# Sine wave for amount
var wave := (sin(time * amount_speed) + 1.0) * 0.5
var amount := amount_base + wave * amount_amp
# random surge
if randi() % 120 == 0:
amount += 0.3
mat.set_shader_parameter("amount", amount)

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uid://dauob2yqkuh6m

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extends Room
class_name HallWayL
func _ready():
render_map = {
"": preload("res://Renders/Camera/HallWayL/HallwayL0001.png"),
"Yoshida:0": preload("res://Renders/Camera/HallWayL/HallwayL0001.png"),
"Yoshida:1": preload("res://Renders/Camera/HallWayL/HallwayL0002.png"),
"Yoshida:2": preload("res://Renders/Camera/HallWayL/HallwayL0003.png"),
}
room_id = Global.LocationID.POWER_STATION
func _process(_delta):
super._process(_delta)

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uid://cfn4cgsc5amet

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extends Room
class_name PowerRoom
func _ready():
render_map = {
"default": preload("res://Renders/Camera/PowerStation/powerstation_1.png"),
"cConstructBrain:0": preload("res://Renders/Camera/PowerStation/powerstation_wide_1.png"),
"cConstructBrain:1": preload("res://Renders/Camera/PowerStation/powerstation_wide_2.png"),
"cConstructBrain:2": preload("res://Renders/Camera/PowerStation/powerstation_wide_3.png"),
"cConstructBrain:3": preload("res://Renders/Camera/PowerStation/powerstation_wide_4.png"),
"cConstructBrain:4": preload("res://Renders/Camera/PowerStation/powerstation_wide_5.png"),
"cConstructBrain:5": preload("res://Renders/Camera/PowerStation/powerstation_wide_6.png"),
}
room_id = Global.LocationID.POWER_STATION
func _process(_delta):
super._process(_delta)

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uid://d1k3x55514fyq

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class_name lsOffice extends Node
# Discrete places a monster can exist
@export var officeLayer: CanvasLayer
@export var cameraUnit: CanvasLayer
@export var cameraAnimation: AnimatedSprite2D
@export var cameraLayer: CanvasLayer
var camAnimPlaying: bool = false
func _ready() -> void:
cameraLayer.hide()
officeLayer.show()
cameraUnit.hide()
Global.currentPlayerState = Global.playerState.eState_Office
func _on_camerabutton_mouse_entered() -> void:
if(camAnimPlaying): return
match Global.currentPlayerState:
Global.playerState.eState_Menu:
pass
Global.playerState.eState_Office:
Global.currentPlayerState = Global.playerState.eState_Camera
_bringCameraUp()
pass
Global.playerState.eState_Camera:
Global.currentPlayerState = Global.playerState.eState_Office
_bringCameraDown()
pass
Global.playerState.eState_Dead:
pass
pass # Replace with function body.
func _on_camerabutton_mouse_exited() -> void:
if(camAnimPlaying): return
match Global.currentPlayerState:
Global.playerState.eState_Menu:
pass
Global.playerState.eState_Office:
pass
Global.playerState.eState_Camera:
pass
Global.playerState.eState_Dead:
pass
pass # Replace with function body.
func _bringCameraUp() -> int:
cameraUnit.show()
cameraAnimation.play("flipup")
camAnimPlaying = true
await cameraAnimation.animation_finished
camAnimPlaying = false
officeLayer.hide()
cameraLayer.show()
cameraUnit.hide()
return 0
func _bringCameraDown() -> int:
officeLayer.show()
cameraUnit.show()
cameraAnimation.play("flipup", -1)
cameraLayer.hide()
camAnimPlaying = true
await cameraAnimation.animation_finished
camAnimPlaying = false
cameraUnit.hide()
return 0
func _on_night_manager_night_completed() -> void:
pass # Replace with function body.

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uid://vunrx4ig88oq

12
Scripts/Levels/lsTitle.gd Normal file
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extends Node
var scene_office = "res://Levels/officeA.tscn"
func _ready() -> void:
pass
func _on_b_continue_pressed() -> void:
pass
func _on_b_new_game_pressed() -> void:
get_tree().change_scene_to_file(scene_office)

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uid://cmf13qcy55iyu

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class_name NightManager
extends Node
signal hour_changed(new_hour)
signal night_completed
@export var seconds_per_hour := 10.0 # FNAF-ish
@export var start_hour := 12
@export var end_hour := 6
var current_hour := start_hour
var hour_timer := 0.0
func _process(delta: float) -> void:
hour_timer += delta
if hour_timer >= seconds_per_hour:
hour_timer = 0.0
_advance_hour()
func _advance_hour() -> void:
if current_hour == 12:
current_hour = 1
else:
current_hour += 1
emit_signal("hour_changed", current_hour)
if current_hour >= end_hour:
emit_signal("night_completed")

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uid://ttgieweerpay

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# CameraSystem.gd
extends Node
class_name CameraManager
@export var display: TextureRect
var current_room: Room
@export var rooms: Array[Room] = []
func select_room(room_id: Global.LocationID):
for room in rooms:
print(room, room.room_id)
print("Comparing room id: ", room.room_id, " With: ", room_id)
if room.room_id == room_id:
current_room = room
break
func force_room(index: int):
if index >= 0 and index < rooms.size():
current_room = rooms[index]
else:
print("force_room: invalid index ", index)
func _process(_delta):
if current_room == null:
current_room = rooms[0]
if current_room:
current_room._process(_delta)
display.texture = current_room.getTexture()
func _on_cam_pressed(id:int) -> void:
print("Camera Change with: ", id)
force_room(id)
return
var eRoom: Global.LocationID
match id:
0: eRoom = Global.LocationID.POWER_STATION
1: eRoom = Global.LocationID.DINING_AREA
2: eRoom = Global.LocationID.WEST_HALL
3: eRoom = Global.LocationID.EAST_HALL
4: eRoom = Global.LocationID.SUPPLY_CLOSET
5: eRoom = Global.LocationID.BACKSTAGE
6: eRoom = Global.LocationID.LIVING_AREA
7: eRoom = Global.LocationID.OFFICE_LEFT_DOOR
8: eRoom = Global.LocationID.OFFICE_RIGHT_DOOR
9: eRoom = Global.LocationID.OFFICE
select_room(eRoom)

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uid://cxj3fa512gs6r

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extends Camera2D
var screenWidth = ProjectSettings.get_setting("display/window/size/viewport_width")
var screenHeight = ProjectSettings.get_setting("display/window/size/viewport_height")
@export var scrollArea : int
@export var scrollSpeed : float
@export var scrollDivisions : int
@export var officeSprite : Sprite2D
var officeWidth : int
var officeHeight : int
var distance : float
var divisionSize : float
var speedMultiplier : float
func _ready() -> void:
make_current()
print("Camera Running")
if scrollDivisions == 0:
scrollDivisions = 1
divisionSize = scrollArea / scrollDivisions
if officeSprite:
officeWidth = officeSprite.texture.get_width() * officeSprite.scale.x
position.x = officeSprite.position.x + (officeWidth - screenWidth) / 2
officeHeight = officeSprite.texture.get_height() * officeSprite.scale.y
position.y = officeSprite.position.y + (officeHeight - screenHeight) / 2
func _process(delta : float) -> void:
if get_local_mouse_position().x < scrollArea:
distance = scrollArea - get_local_mouse_position().x
getSpeedMultiplier()
position.x -= (scrollSpeed * speedMultiplier) * delta
if get_local_mouse_position().x > screenWidth - scrollArea:
distance = get_local_mouse_position().x - (screenWidth - scrollArea)
getSpeedMultiplier()
position.x += (scrollSpeed * speedMultiplier) * delta
if officeSprite:
if position.x < officeSprite.position.x:
position.x = officeSprite.position.x
if (position.x - officeSprite.position.x) + screenWidth > officeWidth:
position.x = officeWidth - screenWidth + officeSprite.position.x
func getSpeedMultiplier() -> void:
speedMultiplier = clamp(floor(distance / divisionSize) + 1, 1, scrollDivisions)
speedMultiplier /= scrollDivisions

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uid://c14ey58hfx7i8

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Scripts/Logic/cRoom.gd Normal file
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extends Node
class_name Room
#@export var visual: TextureRect
# One entry per valid combination
# Key = sorted list of enemy IDs + their pose index
#@export var render_map: Dictionary
@export var enemies: Array[cCharacter] # all AI that *could* appear here
@export var room_id: Global.LocationID
var last_key := ""
var texture: Texture2D
var render_map: Dictionary
#func _process(_delta):
#var key := _build_render_key()
#if key == last_key:
#return
#
#last_key = key
#
#
#if render_map.has(key):
#visual.texture = render_map[key]
#else:
#visual.texture = null # or fallback
func _process(_delta):
var key := _build_render_key()
if key == null: texture = render_map[""]
if key == last_key:
return
#
last_key = key
#
if render_map.has(key):
texture = render_map[key]
else:
texture = render_map["default"]
func getTexture() -> Texture2D:
return texture
func _build_render_key() -> String:
var entries := []
for enemy in enemies:
var presence : int = enemy.get_room_presence(room_id)
if presence >= 0:
entries.append("%s:%d" % [enemy.name, presence])
entries.sort()
return "|".join(entries)

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uid://bh0j1ffo2peo0

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shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float amount : hint_range(0.0, 1.0) = 0.5;
uniform float seed = 0.0;
uniform float line_density : hint_range(0.0, 1.0) = 0.4;
uniform float offset_mul : hint_range(0.0, 2.0) = 1.0;
uniform vec2 screen_offset = vec2(0.0);
uniform vec2 screen_bend_amount = vec2(0.02, 0.02);
float hash1d(float p) {
return fract(sin(127.1 * p) * 43758.5453123);
}
void fragment() {
/* ===============================
Coordinate setup
================================ */
vec2 uv = SCREEN_UV;
uv += screen_offset;
// Screen bend (CRT-like)
vec2 normal_uv = uv * 2.0 - 1.0;
vec2 bend_add;
bend_add.x = cos(1.5707963 * normal_uv.y) * normal_uv.x - normal_uv.x * 1.5;
bend_add.y = cos(1.5707963 * normal_uv.x) * normal_uv.y - normal_uv.y * 1.5;
uv += bend_add * screen_bend_amount;
vec4 base_color = texture(SCREEN_TEXTURE, uv);
vec2 virtual_coords = uv * 100.0;
/* ===============================
Row-based randomization
================================ */
float row_rand = hash1d(seed + floor(virtual_coords.y * 0.1));
float y_mul = mix(0.05, 0.8, row_rand * row_rand);
float rand_strength = hash1d(floor(virtual_coords.y * y_mul) + 100.0 + row_rand);
float final_amount = 0.0;
float coord_add = 0.0;
if (rand_strength > (1.0 - line_density)) {
float distort_amount = 0.15;
final_amount = amount * (
0.5 +
(hash1d(floor(virtual_coords.y * y_mul) + 1273.0 + floor(amount * 4.0)) * 2.0 - 1.0) * 0.5
);
float ra = hash1d(floor(virtual_coords.y)) * 2.0 - 1.0;
coord_add = ra * distort_amount * final_amount;
coord_add += (hash1d(floor(virtual_coords.x * 0.25)) * 2.0 - 1.0) * distort_amount * 0.4;
coord_add *= offset_mul;
}
/* ===============================
Intensity weighting
================================ */
float intensity = dot(base_color.rgb, vec3(0.3, 0.58, 0.12));
intensity = clamp(intensity, 0.0, 1.0);
float dual_intensity = abs(intensity * 2.0 - 1.0);
dual_intensity *= dual_intensity;
/* ===============================
Distortion sampling
================================ */
vec4 samp1 = texture(SCREEN_TEXTURE, uv + vec2(coord_add * -0.65 * dual_intensity, 0.0));
vec4 samp2 = texture(SCREEN_TEXTURE, uv + vec2(coord_add * 1.0 * dual_intensity, 0.0));
vec4 distort_color = mix(samp1, samp2, 0.5);
/* ===============================
Final output
================================ */
float mix_amount = dual_intensity * final_amount;
COLOR = mix(base_color, distort_color, mix_amount)
+ vec4(vec3(intensity * final_amount * 0.05), 1.0);
}

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uid://dy4tffth3v12b