Added Glitch Room Source code to Gitty

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Jeff Luke committed 2026-10-04 11:31:17 -07:00
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extends ArcadeGame
const Model = preload("res://games/pacman/pacman_model.gd")
const View = preload("res://games/pacman/pacman_view.gd")
const Sound = preload("res://games/pacman/pacman_audio.gd")
@export_group("Room Objective")
## Zero means unlimited boards. Set a score target or use arcade mode.
@export_range(0, 100, 1) var boards_to_win: int = 1
@export_range(0, 1000000, 100) var score_to_win: int = 0
@export_range(1, 9, 1) var starting_lives: int = 3
@export var extra_life_score: int = 10000
var model = Model.new()
var view
var audio
var accumulator := 0.0
func _ready() -> void:
view = View.new()
view.model = model
add_child(view)
audio = Sound.new()
add_child(audio)
model.sound_requested.connect(audio.play_effect)
model.finished.connect(_on_finished)
_apply_config()
func configure(config: Dictionary = {}) -> void:
super.configure(config)
_apply_config()
func _apply_config() -> void:
model.boards_to_win = maxi(0, int(run_config.get("boards_to_win", boards_to_win)))
model.score_to_win = maxi(0, int(run_config.get("score_to_win", score_to_win)))
model.initial_lives = clampi(int(run_config.get("starting_lives", starting_lives)), 1, 9)
model.extra_life_score = maxi(0, int(run_config.get("extra_life_score", extra_life_score)))
func start_game() -> bool:
if is_running: return false
_apply_config()
audio.stop_all()
model.start()
accumulator = 0.0
return super.start_game()
func reset_game() -> void:
audio.stop_all()
model.reset()
accumulator = 0.0
super.reset_game()
func win_game() -> void:
if not is_running: return
model.state = "won"
audio.stop_all()
super.win_game()
func lose_game() -> void:
if not is_running: return
model.state = "lost"
audio.stop_all()
super.lose_game()
func _on_finished(won: bool) -> void:
if won: win_game()
else: lose_game()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("arcade_start"):
start_game()
get_viewport().set_input_as_handled()
for pair in [["arcade_up", Vector2i.UP], ["arcade_left", Vector2i.LEFT], ["arcade_down", Vector2i.DOWN], ["arcade_right", Vector2i.RIGHT]]:
if event.is_action_pressed(pair[0]): model.requested = pair[1]
func _physics_process(delta: float) -> void:
if not is_running:
model.clock += delta
if is_running:
accumulator += minf(delta, 0.25)
while accumulator >= 1.0 / 60.0 and is_running:
model.update(1.0 / 60.0)
accumulator -= 1.0 / 60.0
if audio != null: audio.set_background(model.background_sound() if is_running else "")