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-rw-r--r--scenes/main.gd28
-rw-r--r--scenes/microgames/fishin/fishin.gd8
2 files changed, 26 insertions, 10 deletions
diff --git a/scenes/main.gd b/scenes/main.gd
index 4600689..e48cff7 100644
--- a/scenes/main.gd
+++ b/scenes/main.gd
@@ -1,5 +1,8 @@
extends Node2D
+var fishes = [Fishin.FishType.GAR, Fishin.FishType.SALMON, Fishin.FishType.BASS, Fishin.FishType.HUMUHUMUNUKUNUKUAPUA_A, Fishin.FishType.CATFSIH, Fishin.FishType.DOGFISH, Fishin.FishType.ANGLERFISH, Fishin.FishType.MOBY_DICK, Fishin.FishType.LEAPING_SMACKEREL]
+
+
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
@@ -13,13 +16,19 @@ func _process(delta: float) -> void:
func _on_microgame_spawn_timer_timeout() -> void:
- print("WAAAHAHAHA MICROGAMES")
-
# Spawn a microgame window
- var window_scene = preload("res://scenes/microgames/ad/ad_window.tscn")
- var window_instance = window_scene.instantiate()
-
- print(type_string(typeof(window_instance)))
+ var window_instance = null
+ if (randf() < 20.5):
+ var window_scene = preload("res://scenes/microgames/microgame_window.tscn")
+ window_instance = window_scene.instantiate()
+ var fishin_scene = preload("res://scenes/microgames/fishin/node_2d.tscn")
+ var fishin_instance = fishin_scene.instantiate()
+ fishin_instance.win.connect(on_other_fishin_win)
+
+ window_instance.add_child(fishin_instance)
+ else:
+ var window_scene = preload("res://scenes/microgames/ad/ad_window.tscn")
+ window_instance = window_scene.instantiate()
add_child(window_instance)
@@ -37,7 +46,7 @@ func _on_microgame_win(window: MicrogameWindow):
print("yay")
-func _on_fishin_win() -> void:
+func _on_fishin_win(fish_caught: Fishin.FishType) -> void:
$Fishin.queue_free()
$"Stock ticker".start()
$"Microgame spawn timer".start()
@@ -63,3 +72,8 @@ func _on_score_window_donezo() -> void:
var gameover_scene_instance = gameover_scene.instantiate()
new_window.add_child(gameover_scene_instance)
add_child(new_window)
+
+
+# This is the one for the fishing microgame that appears after the first one
+func on_other_fishin_win(fish_caught: Fishin.FishType):
+ print(fish_caught)
diff --git a/scenes/microgames/fishin/fishin.gd b/scenes/microgames/fishin/fishin.gd
index 7064bee..fdae7d1 100644
--- a/scenes/microgames/fishin/fishin.gd
+++ b/scenes/microgames/fishin/fishin.gd
@@ -1,4 +1,5 @@
extends Node2D
+class_name Fishin
enum FishType {
GAR,
@@ -12,7 +13,7 @@ enum FishType {
LEAPING_SMACKEREL,
}
-signal win
+signal win(fish_type: FishType)
signal fish_chosen(fish_sprite: Sprite2D, fish_name: String)
const IN_GAME_WAIT_TIME = 10
@@ -32,6 +33,7 @@ var in_game_timer: Timer
var succfail_timer: Timer
var success_timer: Timer
+var fish_choice
var gar
var salmon
var bass
@@ -106,7 +108,7 @@ func _on_texture_button_button_up() -> void:
happy.visible = true
# show fish
- var fish_choice: FishType = randi_range(0,len(fishes))
+ fish_choice = randi_range(0,len(fishes))
fish_choice = FishType.MOBY_DICK
@@ -223,4 +225,4 @@ func _on_success_fail_timeout() -> void:
func _on_success_timeout() -> void:
- win.emit()
+ win.emit(fish_choice)