Change 2 for cleanup

This commit is contained in:
PersonGuyGit
2023-07-09 12:28:09 -06:00
parent 707e8a5b16
commit 2c971b6e7c
1741 changed files with 0 additions and 0 deletions

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source_md5="47313fa4c47a9963fddd764e1ec6e4a8"
dest_md5="26ea799ea0a3da9e753b3ebe822e0570"

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#This script is for the overarching node that will contain the diemanager singleton
#It should be the only one of the die scripts that is attached onto a node.
extends Control
#desired dice types and needed percentage to pass are selected by game/user
#desiredDice takes an int array representing the # sides on the die/dice
#neededPercentageToPass takes a float that
export var desiredDice: Array
export var neededPercentageToPass: float
#Define dieManager variable
var dieManager
func _ready():
#create diemanager object
dieManager = DieManager.new(desiredDice, neededPercentageToPass)
#function gets the result of the roll(s) and shows it in the UI
func _on_Die_button_down():
#rollDice function returns an array with the following elements in the following positions:
#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
var result = dieManager.rollDice()
#assigning variable names to each of them for better clarity
var rolledValues = result[0]
var percentRolled = result[1]
var passResult = result[2]
var neededPercent = result[3]
var degreeOfSuccess = result[4]
var dice = result[5]
#Check if passed or not
if passResult:
$Outcome.text = "Successful Roll!"
else:
$Outcome.text = "Failed Roll!"
var diceResultText = "Rolled Values:\n"
#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
for i in range(dice.size()):
diceResultText += ("D" + str(dice[i]) + ": " + str(rolledValues[i]) + "\n")
#changing labels on screen
$RolledValues.text = diceResultText
$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercent * 100) + "%"
$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
#revealing labels to user
$Outcome.show()
$RolledValues.show()
$PercentNeeded.show()
$PercentRolled.show()
$DegreeOfSuccess.show()
#Calls the cleardata method for the diemanager and hides the text on screen
func _on_Reset_button_down():
$Outcome.hide()
$PercentNeeded.hide()
$PercentRolled.hide()
$DegreeOfSuccess.hide()
$RolledValues.hide()
dieManager.clearData()
dieManager.setDieManager(desiredDice, neededPercentageToPass)

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://DiceRoller.gd" type="Script" id=1]
[node name="DieManager" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
desiredDice = [ 10, 4, 6, 20 ]
neededPercentageToPass = 0.4
[node name="ColorRect" type="ColorRect" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color( 0, 0, 0, 1 )
[node name="Die" type="Button" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -95.0
margin_top = 2.0
margin_right = 92.0
margin_bottom = 91.0
text = "Roll Die/Dice"
[node name="RolledValues" type="Label" parent="."]
visible = false
anchor_left = 0.5
anchor_right = 0.5
margin_left = -299.0
margin_top = 6.0
margin_right = 297.0
margin_bottom = 86.0
text = "Rolled Values:"
align = 1
autowrap = true
[node name="Outcome" type="Label" parent="."]
visible = false
anchor_left = 0.5
anchor_right = 0.5
margin_left = -296.0
margin_top = 173.0
margin_right = 300.0
margin_bottom = 253.0
text = "Success!
"
align = 1
autowrap = true
[node name="PercentNeeded" type="Label" parent="."]
visible = false
anchor_left = 0.5
anchor_right = 0.5
margin_left = -286.0
margin_top = 210.0
margin_right = 310.0
margin_bottom = 290.0
text = "Percent Needed to Pass: 0%"
align = 1
autowrap = true
[node name="PercentRolled" type="Label" parent="."]
visible = false
anchor_left = 0.5
anchor_right = 0.5
margin_left = -293.0
margin_top = 241.0
margin_right = 303.0
margin_bottom = 321.0
text = "Percent Rolled: 0%"
align = 1
autowrap = true
[node name="DegreeOfSuccess" type="Label" parent="."]
visible = false
anchor_left = 0.5
anchor_right = 0.5
margin_left = -295.0
margin_top = 272.0
margin_right = 301.0
margin_bottom = 352.0
text = "Degree of Success: 0%"
align = 1
autowrap = true
[node name="Reset" type="Button" parent="."]
margin_left = 457.0
margin_top = 421.0
margin_right = 567.0
margin_bottom = 469.0
text = "Reset"
[connection signal="button_down" from="Die" to="." method="_on_Die_button_down"]
[connection signal="button_down" from="Reset" to="." method="_on_Reset_button_down"]

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#Die class
extends Node2D
class_name Die
#value of selected die type
var numFaces: int
#Class constructor
func _init(value):
numFaces = value
#returns an integer value of the rolled result (assuming the die is a valid type)
func rollDie():
randomize()
var rolledNum
rolledNum = randi() % numFaces + 1
return rolledNum
#Returns the number of faces on this die
func getNumFaces():
return numFaces

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#This is the diemanager script that controls the rolling of the die/dice as well as calculates
#the end result
class_name DieManager
extends Node2D
#Array of the desired dice values to mod god wants
var desiredDice: Array
#User can select the percentage needed for a successful roll
var neededPercentageToPass: float
var validDieTypes = [4, 6, 8, 10, 12, 20]
#boolean for if a percentageroll is taking place
#we need a boolean for this because the way a percentage roll is calculated
#with two D10s is different than if one were using other dice
var isPercentageRoll = false
#diceUsed holds the dice objects that are rolled
var diceUsed = []
#rolledValues holds the integer value rolled from each die
var rolledValues = []
#boolean based on whether the overall roll passed or not
var passedRoll
#float holding the degree of success (rolledVal - neededPercentageToPass)
var degreeOfSuccess
#Constructor for diemanager class
func _init(dice, percent):
desiredDice = dice
neededPercentageToPass = percent
loadData()
#set values of diemanager
func setDieManager(dice, percent):
desiredDice = dice
neededPercentageToPass = percent
loadData()
#Load the diceInPlay array
func loadData():
for elem in desiredDice:
if elem in validDieTypes:
diceUsed.append(Die.new(elem))
#conditional to check if two D10s are being used
#if so, we know that a percentage roll is taking place
if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
isPercentageRoll = true
#Resets the data in the script
func clearData():
isPercentageRoll = false
rolledValues = []
desiredDice = []
diceUsed = []
neededPercentageToPass = 0
#Returns the percent value of an individual die
#Stores the rolled value in rolledValues
func returnDiePercentage(inputedDie):
#In case this method is being called on no dice
if len(diceUsed) == 0:
push_error("Cannot roll without any dice!")
var rolledVal = inputedDie.rollDie()
#add rolled integer value to array
rolledValues.append(rolledVal)
#Checks if a percentageroll is being done
if isPercentageRoll:
#This conditional is used to detemrine if the rolled value is
#for the tens or ones digit
return float(rolledVal % 10)
return float(rolledVal) / float(inputedDie.numFaces)
#Rolls all of the dice in diceUsed
#returns the average of all the percentages
func rollDice():
#In case this method is being called on no dice
if len(diceUsed) == 0:
push_error("Cannot roll without any dice!")
#denominator will equal the total number of dice rolled
var denominator = 0
#sum of floats of all rolled die percentages
var sumOfPercentages = 0
if isPercentageRoll:
sumOfPercentages += (returnDiePercentage(diceUsed[0]) / 10.0) + (returnDiePercentage(diceUsed[1]) / 100.0)
else:
for die in diceUsed:
sumOfPercentages += returnDiePercentage(die)
denominator += 1
var result = []
result.append(rolledValues)
if isPercentageRoll:
#Percentage roll result remains the sum of the rolls
result.append(sumOfPercentages)
else:
if denominator == 0:
result.append(0)
#result is average of sum of percentages otherwise rounded to 2 decimcal places
result.append(stepify((float(sumOfPercentages) / float(denominator)), 0.0001))
passedRoll = (result[1] >= neededPercentageToPass)
#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
degreeOfSuccess = result[1] - neededPercentageToPass
result.append(passedRoll)
result.append(neededPercentageToPass)
result.append(degreeOfSuccess)
result.append(desiredDice)
#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
return result

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ {
"base": "Node2D",
"class": "Die",
"language": "GDScript",
"path": "res://Die.gd"
}, {
"base": "Node2D",
"class": "DieManager",
"language": "GDScript",
"path": "res://DieManager.gd"
} ]
_global_script_class_icons={
"Die": "",
"DieManager": ""
}
[application]
config/name="GodotDiceRoller_Andrew"
run/main_scene="res://DiceRoller.tscn"
config/icon="res://icon.png"
[autoload]
DiceRoller="*res://DiceRoller.gd"
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"