Fronter/Player.gd

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#
# Copyright (C) 2018 Sage Vaillancourt, sagev9000@gmail.com
#
# This file is part of Fronter.
#
# Fronter is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Fronter is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Fronter. If not, see <http://www.gnu.org/licenses/>.
#
extends Area2D
# signals
signal update_display # tells parent to update points display
signal refund # will tell parent a refund is occuring, for display
signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
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signal other_shooting_upgrade
signal other_damage_upgrade
signal double_laser_upgrade
signal other_laser_penetration_upgrade
signal other_ship_color_change
signal other_ship_enable_rainbow
signal shooting_speed_fully_upgraded
signal restart_game
signal multiplayer_movement
signal start_next_round
signal buy_turret
signal upgrade_turret_range
export (PackedScene) var Laser
################################
# THINGS THAT MAY NEED ADJUSTING
#################################
var ship_speed = 500
# first 5 tiers of shooting speed
#const BULLET_DELAY_DICT = {1:0.8, 2:0.5, 3:0.4, 4:0.2, 5:0.05} #original
const BULLET_DELAY_DICT = {1:0.8, 2:0.6, 3:0.4, 4:0.2, 5:0.1}
# starting cost of shooting speed upgrades after tier 5
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
# can't shoot faster than this
const BULLET_DELAY_MINIMUM = 0.01
# costs of shooting speed upgrades
const BULLET_DELAY_COST = {2:100, 3:400, 4:1000, 5:4000, 6:0}
# double laser cost
const DOUBLE_LASER_COST = 6000
# 5 tiers of laser damage
const LASER_DAMAGE_DICT = {1:10, 2:15, 3:20, 4:40, 5:50}
# costs of laser damage upgrades
const LASER_DAMAGE_COST = {2:400, 3:1000, 4:2000, 5:6000, 6:0}
# costs of laser penetration upgrades
const LASER_PENETRATION_COST = {2:400, 3:1000, 4:2000, 5:6000, 6:0}
# 5 tiers of laser penetration
const LASER_PENETRATION_DICT = {1:0,2:1,3:2,4:3,5:5}
# the ship's starting position
const STARTING_POSITION = Vector2(130, 250)
# the amount of money the player starts with
#const STARTING_MONEY = 0
const STARTING_MONEY = 100000
# cost to unlock turrets
const UNLOCK_TURRETS_COST = 1000
#################################
# set sliding shooting speed upgrade costs
var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
# used to limit player movement
var screensize
# can the player shoot at this instant
var can_shoot = false
# timer for shooting speed
var timer = null
# sets the delay between shots to the default
var bullet_delay = BULLET_DELAY_DICT[1]
var bullet_delay_tier = 1
# sets other shooting settings to their defaults
var laser_penetration = LASER_PENETRATION_DICT[1]
var laser_penetration_tier = 1
var double_laser = false
var laser_damage = LASER_DAMAGE_DICT[1]
var laser_damage_tier = 1
# turret settings
var turrets_unlocked = false
var has_turret = false
# gives the player their starting points
var money = STARTING_MONEY
# sets initial value of ship, to be added to with upgrades for refunds
var ship_value = 0
# what percentage of points should be returned on refunding
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var refund_percentage = 1
# is a menu open? try to ignore input in-game
# only really relevant to touchscreens
var menu_open = false
var boss = false
var damage = 0
# opens the upgrade menu
func upgradeMenu():
var upgmenu = preload("res://UpgradeMenu.tscn").instance()
menu_open = true
add_child(upgmenu)
upgmenu.connect("refund", self, "_refund_button")
upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay")
upgmenu.connect("double_laser_upgrade", self, "doubleLaserUpgrade")
upgmenu.connect("laser_penetration_upgrade", self, "laserPenetrationUpgrade")
upgmenu.connect("change_color", self, "changeColor")
upgmenu.connect("taste_the_rainbow", self, "enable_the_rainbow")
upgmenu.connect("laser_damage_upgrade", self, "upgradeLaserDamage")
upgmenu.connect("menu_closed", self, "upgradeMenuClosed")
upgmenu.connect("unlock_turrets", self, "unlockTurrets")
upgmenu.connect("buy_turret", self, "buyTurret")
upgmenu.connect("turret_menu", self, "openTurretMenu")
upgmenu.laser_damage_tier = laser_damage_tier
upgmenu.bullet_delay_tier = bullet_delay_tier
upgmenu.laser_penetration_tier = laser_penetration_tier
upgmenu.turrets_unlocked = turrets_unlocked
upgmenu.has_turret = has_turret
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if !get_tree().has_network_peer():
get_tree().paused = true
# signalled on close of UpgradeMenu
func upgradeMenuClosed():
menu_open = false
emit_signal("start_next_round")
func pauseMenu():
menu_open = true
var pausemenu = preload("res://PauseMenu.tscn").instance()
add_child(pausemenu)
pausemenu.connect("change_color", self, "changeColor")
pausemenu.connect("menu_closed", self, "pauseMenuClosed")
pausemenu.connect("taste_the_rainbow", self, "enable_the_rainbow")
if !get_tree().has_network_peer():
get_tree().paused = true
func pauseMenuClosed():
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menu_open = false
func openTurretMenu():
var turretmenu = preload("res://TurretMenu.tscn").instance()
add_child(turretmenu)
turretmenu.connect("buy_turret", self, "buyTurret")
turretmenu.connect("turret_range_upgrade", self, "turretRangeUpgrade")
turretmenu.screensize = screensize
if !get_tree().has_network_peer():
get_tree().paused = true
func makePurchaseFor(cost):
if money >= cost:
money -= cost
emit_signal("update_display")
return true
else:
return false
#######################
# REQUESTING UPGRADES #
#######################
# all will request their upgrade
# all will pause the game if not in multiplayer
# checks which tier the player is already on, and if they have enough points
# upgrades and charges the player, if possible
# increases the ship value by the amount spent, for refunds
# sends an rpc message about current state for a given upgrade
func unlockTurrets():
if money >= UNLOCK_TURRETS_COST:# && turrets_unlocked == false:
money -= UNLOCK_TURRETS_COST
turrets_unlocked = true
emit_signal("update_display")
openTurretMenu()
# pause if not multiplayer
if !get_tree().has_network_peer():
get_tree().paused = true
func buyTurret(turret_position, cost):
#money -= cost
emit_signal("update_display")
if !get_tree().has_network_peer():
emit_signal("buy_turret", get_tree().get_network_unique_id(), turret_position)
has_turret = true
get_tree().paused = true
else:
rpc("net_buying_turret", get_tree().get_network_unique_id(), turret_position)
sync func net_buying_turret(id, turret_position):
emit_signal("buy_turret", id, turret_position)
func turretRangeUpgrade(cost, new_scale):
if makePurchaseFor(cost):
emit_signal("upgrade_turret_range", get_tree().get_network_unique_id(), new_scale)
if !get_tree().has_network_peer():
get_tree().paused = true
#################################################
# ALLOWS THE PLAYER TO SHOOT TWO LASERS AT ONCE #
func doubleLaserUpgrade():
# if the user has enough money, take that money, and enable doubles
if money >= DOUBLE_LASER_COST && double_laser == false:
money -= DOUBLE_LASER_COST
double_laser = true
$Gunner2.visible = true
# tell other players to enable doubles for you
rpc("double_laser_upgrade", get_tree().get_network_unique_id())
# tell main to update the points display
emit_signal("update_display")
# pause if not multiplayer
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if !get_tree().has_network_peer():
get_tree().paused = true
# tell main about other ship's double_laser
remote func double_laser_upgrade(id):
emit_signal("double_laser_upgrade", id)
# ALLOWS THE PLAYER TO SHOOT TWO LASERS AT ONCE #
#################################################
######################################################
# ALLOWS LASERS TO PENETRATE ENEMIES BEFORE EXPIRING #
var next_penetration_upgrade_cost = LASER_PENETRATION_COST[laser_penetration_tier + 1]
func laserPenetrationUpgrade():
if laser_penetration_tier < 5:
if money >= LASER_PENETRATION_COST[laser_penetration_tier + 1]:
laser_penetration_tier += 1
laser_penetration = LASER_PENETRATION_DICT[laser_penetration_tier]
money -= LASER_PENETRATION_COST[laser_penetration_tier]
ship_value += LASER_PENETRATION_COST[laser_penetration_tier]
next_penetration_upgrade_cost = LASER_PENETRATION_COST[laser_penetration_tier + 1]
print(laser_penetration)
emit_signal("update_display")
rpc("other_laser_penetration_upgrade", get_tree().get_network_unique_id(), laser_penetration)
# pause if not multiplayer
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if !get_tree().has_network_peer():
get_tree().paused = true
remote func other_laser_penetration_upgrade(id):
emit_signal("other_laser_penetration_upgrade", id)
# tell main about other ship's
# ALLOWS LASERS TO PENETRATE ENEMIES BEFORE EXPIRING #
######################################################
###############################################
# INCREASES THE FIRE RATE FOR PLAYERS' LASERS #
var next_bullet_delay_upgrade_cost = BULLET_DELAY_COST[bullet_delay_tier + 1]
func upgradeBulletDelay():
if bullet_delay_tier < 5:
if money >= BULLET_DELAY_COST[bullet_delay_tier + 1]:
bullet_delay_tier += 1
bullet_delay = BULLET_DELAY_DICT[bullet_delay_tier]
money -= BULLET_DELAY_COST[bullet_delay_tier]
ship_value += BULLET_DELAY_COST[bullet_delay_tier]
next_bullet_delay_upgrade_cost = BULLET_DELAY_COST[bullet_delay_tier + 1]
print(bullet_delay)
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timer.set_wait_time(bullet_delay)
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rpc("other_shooting_speed_upgrade", get_tree().get_network_unique_id(), bullet_delay)
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
# tell main about other ship's bullet_delay upgrade
remote func other_shooting_speed_upgrade(id, bullet_delay):
emit_signal("other_shooting_upgrade", id, bullet_delay)
# INCREASES THE FIRE RATE FOR PLAYERS' LASERS #
###############################################
############################################
# INCREASES DAMAGE DONE BY EACH LASER SHOT #
var next_laser_damage_upgrade_cost = LASER_DAMAGE_COST[laser_damage_tier + 1]
func upgradeLaserDamage():
if laser_damage_tier < 5:
if money >= LASER_DAMAGE_COST[laser_damage_tier + 1]:
laser_damage_tier += 1
laser_damage = LASER_DAMAGE_DICT[laser_damage_tier]
money -= LASER_DAMAGE_COST[laser_damage_tier]
ship_value += LASER_DAMAGE_COST[laser_damage_tier]
next_laser_damage_upgrade_cost = LASER_DAMAGE_COST[laser_damage_tier + 1]
print(laser_damage)
rpc("other_laser_damage_upgrade", get_tree().get_network_unique_id(), laser_damage)
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
# tell main about other ship's laser_damage upgrade
remote func other_laser_damage_upgrade(id, laser_damage):
emit_signal("other_damage_upgrade", id, laser_damage)
# INCREASES DAMAGE DONE BY EACH LASER SHOT #
############################################
func _ready():
# for measuring time between lasers
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
timer.start()
# set player's position to the default
position = STARTING_POSITION
# sets screensize to prevent player leaving screen
screensize = get_viewport_rect().size
# starts the ship's rocketing animation
$AnimatedSprite.play()
# resets all upgrades to the default
# refunds them with adjustable percentage returned
# not currently 100%, so disabled
func _refund_button():
bullet_delay = BULLET_DELAY_DICT[1]
bullet_delay_tier = 1
timer.set_wait_time(bullet_delay)
laser_penetration = 0
double_laser = false
rainbow_is_on = false
changeColor(Color(1,1,1,1))
shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
money += ship_value*refund_percentage
$Gunner2.visible = false
prints("Refunded ", ship_value*refund_percentage)
ship_value = 0
emit_signal("update_display")
#get_tree().paused = true
############################
# Changes the ship's color #
func changeColor(color):
$AnimatedSprite.modulate = color
if get_tree().has_network_peer():
rpc("_change_color", get_tree().get_network_unique_id(), color)
# tell main about other ship's color change
remote func _change_color(id, color):
emit_signal("other_ship_color_change", id, color)
# Changes the ship's color #
############################
func on_timeout_complete():
can_shoot = true
var is_shooting
func moveto(finger_position):
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if !menu_open:
if (finger_position.x > position.x && finger_position.x < 800):
velocity.x += 1
if position.x > finger_position.x:
velocity.x -= 1
if (finger_position.y - 100 > position.y && finger_position.x < 800):
velocity.y += 1
if (position.y > finger_position.y - 100 && finger_position.x < 800):
velocity.y -= 1
remote func move_player(id, position, is_shooting):
emit_signal("multiplayer_movement", id, position, is_shooting)
# the player's movement vector
var velocity = Vector2()
var rainbow = Color(0,0,0,1)
var r_up = true
var g_up = true
var b_up = true
var rainbow_speed = 30
var rainbow_is_on = false
func _process(delta):
# move player with keyboard
velocity = Vector2()
if Input.is_action_pressed("ui_right"):
velocity.x += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if (velocity.length() > 0):
velocity = velocity.normalized() * ship_speed
position += velocity * delta
if rainbow_is_on:
rainbow(delta)
# prevents player leaving the screen
position.x = clamp(position.x-100, 0, screensize.x-164) + 100
position.y = clamp(position.y, 0, screensize.y)
# basically exists just for rpc messages about whether or not the player is currently firing
if can_shoot:
is_shooting = false
else:
is_shooting = true
# if in multiplayer mode, push position and shooting status as often as possible
#if get_tree().has_network_peer():
# rpc_unreliable("move_player", get_tree().get_network_unique_id(), position, is_shooting)
# if shoot button is pressed, try shooting
if Input.is_action_pressed("ui_accept"):
shoot()
# ui_reset button opens the upgrade menu
if Input.is_action_pressed("ui_reset"):
upgradeMenu()
# spawn lasers to shoot
# lasers can be set to penetrate or not
# can fire two lasers at once if double_laser is on
func shoot():
if can_shoot:
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.current_pen = laser_penetration
laser.position.y = position.y - 27
laser.position.x = position.x + 46
laser.damage = laser_damage
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
#Would allow for more simple additions in the future
if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 31
laser2.position.x = position.x + 50
laser2.current_pen = laser_penetration
laser2.damage = laser_damage
# don't shoot again until the timer resets
can_shoot = false
timer.start()
# Funky colors #
# NOT CURRENTLY REFUNDABLE #
func enable_the_rainbow():
if money >= 2000 && not rainbow_is_on:
money -= 2000
emit_signal("update_display")
rainbow_is_on = true
rpc("_enable_rainbow", get_tree().get_network_unique_id())
if !get_tree().has_network_peer():
get_tree().paused = true
remote func _enable_rainbow(id):
emit_signal("other_ship_enable_rainbow", id)
func rainbow(delta):
if rainbow.r < 1 && r_up:
rainbow.r += rainbow_speed*delta/10
if rainbow.r >= 1: r_up = false
else:
rainbow.r -= rainbow_speed*delta/10
if rainbow.r <= 0.2: r_up = true
if rainbow.g < 1 && g_up:
rainbow.g += rainbow_speed*delta/9
if rainbow.g >= 1: g_up = false
else:
rainbow.g -= rainbow_speed*delta/9
if rainbow.g <= 0.2: g_up = true
if rainbow.b < 1 && b_up:
rainbow.b += rainbow_speed*delta/8
if rainbow.b >= 1: b_up = false
else:
rainbow.b -= rainbow_speed*delta/8
if rainbow.b <= 0.2: b_up = true
$AnimatedSprite.modulate = rainbow
var gameover
# displays endgame screen and pauses
func gameOver():
gameover = preload("res://GameOver.tscn").instance()
add_child(gameover)
gameover.connect("restart", self, "restart_game")
# gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
get_tree().paused = true
# uses refund function to remove upgrades
# sets points back to default
func restart_game():
_refund_button()
get_tree().paused = false
money = STARTING_MONEY
emit_signal("restart_game")
gameover.queue_free()
func _on_Timer_timeout():
if get_tree().has_network_peer():
rpc_unreliable("move_player", get_tree().get_network_unique_id(), position, is_shooting)