2018-05-29 00:08:30 -04:00
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#
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# Copyright (C) 2018 Sage Vaillancourt, sagev9000@gmail.com
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#
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# This file is part of Fronter.
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#
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# Fronter is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Fronter is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Fronter. If not, see <http://www.gnu.org/licenses/>.
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#
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2018-05-23 01:40:45 -04:00
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extends Area2D
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2018-05-27 03:46:10 -04:00
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# signals
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2018-05-23 11:02:52 -04:00
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signal update_display # tells parent to update points display
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signal refund # will tell parent a refund is occuring, for display
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signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
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2018-05-27 02:20:51 -04:00
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signal other_shooting_upgrade
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2018-05-29 02:39:43 -04:00
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signal double_laser_upgrade
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signal other_ship_color_change
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signal other_ship_enable_rainbow
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2018-05-23 11:02:52 -04:00
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signal shooting_speed_fully_upgraded
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2018-05-23 21:35:16 -04:00
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signal restart_game
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2018-05-26 04:15:20 -04:00
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signal multiplayer_movement
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2018-05-23 11:02:52 -04:00
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2018-05-23 01:40:45 -04:00
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export (PackedScene) var Laser
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2018-05-26 02:55:17 -04:00
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################################
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# THINGS THAT MAY NEED ADJUSTING
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#################################
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2018-05-27 03:46:10 -04:00
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2018-06-03 11:11:27 -04:00
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var ship_speed = 500
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2018-05-27 03:46:10 -04:00
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# first 5 tiers of shooting speed
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const BULLET_DELAY_TIER1 = 0.8
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const BULLET_DELAY_TIER2 = 0.5
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const BULLET_DELAY_TIER3 = 0.2
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const BULLET_DELAY_TIER4 = 0.1
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const BULLET_DELAY_TIER5 = 0.05
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# starting cost of shooting speed upgrades after tier 5
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const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
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# can't shoot faster than this
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const BULLET_DELAY_MINIMUM = 0.01
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# costs of shooting speed upgrades
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const BULLET_DELAY_TIER2_COST = 100
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const BULLET_DELAY_TIER3_COST = 200
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const BULLET_DELAY_TIER4_COST = 400
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const BULLET_DELAY_TIER5_COST = 1000
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2018-05-29 02:39:43 -04:00
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# double laser cost
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const DOUBLE_LASER_COST = 2000
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2018-06-03 11:11:27 -04:00
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# 5 tiers of laser damage
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const LASER_DAMAGE_TIER1 = 10
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const LASER_DAMAGE_TIER2 = 12
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const LASER_DAMAGE_TIER3 = 15
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const LASER_DAMAGE_TIER4 = 20
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const LASER_DAMAGE_TIER5 = 50
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2018-06-03 11:11:27 -04:00
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# costs of laser damage upgrades
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const LASER_DAMAGE_TIER2_COST = 200
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const LASER_DAMAGE_TIER3_COST = 500
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const LASER_DAMAGE_TIER4_COST = 1000
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const LASER_DAMAGE_TIER5_COST = 2000
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2018-05-27 03:46:10 -04:00
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# the ship's starting position
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const STARTING_POSITION = Vector2(130, 250)
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# the amount of money the player starts with
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const STARTING_MONEY = 100
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2018-05-23 21:35:16 -04:00
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2018-05-26 02:55:17 -04:00
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#################################
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2018-05-27 03:46:10 -04:00
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# set sliding shooting speed upgrade costs
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var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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# used to limit player movement
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var screensize
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2018-05-27 03:46:10 -04:00
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# can the player shoot at this instant
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var can_shoot = false
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# timer for shooting speed
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var timer = null
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# sets the delay between shots to the default
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var bullet_delay = BULLET_DELAY_TIER1
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var bullet_delay_tier = 0
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# sets other shooting settings to their defaults
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var laser_penetration = 0
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var double_laser = false
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var laser_damage = LASER_DAMAGE_TIER1
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2018-05-27 03:46:10 -04:00
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# gives the player their starting points
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var money = STARTING_MONEY
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# sets initial value of ship, to be added to with upgrades for refunds
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var ship_value = 0
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# what percentage of points should be returned on refunding
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var refund_percentage = 1
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2018-05-27 03:46:10 -04:00
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# is a menu open? try to ignore input in-game
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# only really relevant to touchscreens
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var menu_open = false
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2018-05-27 03:46:10 -04:00
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# opens the upgrade menu
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func upgradeMenu():
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menu_open = true
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var upgmenu = preload("res://UpgradeMenu.tscn").instance()
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add_child(upgmenu)
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upgmenu.connect("refund", self, "_refund_button")
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upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
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upgmenu.connect("double_laser_upgrade", self, "doubleLaserUpgrade_button")
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upgmenu.connect("laser_penetration_upgrade", self, "laserPenetrationUpgrade_button")
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upgmenu.connect("menu_closed", self, "menuClosed")
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upgmenu.connect("change_color", self, "changeColor")
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upgmenu.connect("taste_the_rainbow", self, "enable_the_rainbow")
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upgmenu.bullet_delay_tier = bullet_delay_tier
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if !get_tree().has_network_peer():
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get_tree().paused = true
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2018-05-27 03:46:10 -04:00
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# signalled on close of UpgradeMenu
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func menuClosed():
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menu_open = false
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#######################
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# REQUESTING UPGRADES #
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#######################
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# all will request their upgrade
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# all will pause the game if not in multiplayer
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func doubleLaserUpgrade_button():
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doubleLaserUpgrade()
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emit_signal("update_display")
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if !get_tree().has_network_peer():
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get_tree().paused = true
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func laserPenetrationUpgrade_button():
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laserPenetrationUpgrade()
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emit_signal("update_display")
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if !get_tree().has_network_peer():
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get_tree().paused = true
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2018-05-26 02:55:17 -04:00
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func upgradeShipSpeed_button():
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upgradeShipSpeed()
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emit_signal("update_display")
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if !get_tree().has_network_peer():
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get_tree().paused = true
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func upgradeBulletDelay_button():
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upgradeBulletDelay()
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emit_signal("update_display")
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if !get_tree().has_network_peer():
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get_tree().paused = true
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2018-05-23 04:24:00 -04:00
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#######################
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######################
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# PROVIDING UPGRADES #
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######################
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# checks which tier the player is already on, and if they have enough points
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# upgrades and charges the player, if possible
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# increases the ship value by the amount spent, for refunds
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# sends an rpc message about current state for a given upgrade
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# upgrades shooting speed
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func upgradeBulletDelay():
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if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST):
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bullet_delay = BULLET_DELAY_TIER2
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money -= BULLET_DELAY_TIER2_COST
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ship_value += BULLET_DELAY_TIER2_COST
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2018-05-23 21:35:16 -04:00
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bullet_delay_tier = 1
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2018-05-23 11:02:52 -04:00
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elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST):
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bullet_delay = BULLET_DELAY_TIER3
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money -= BULLET_DELAY_TIER3_COST
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ship_value += BULLET_DELAY_TIER3_COST
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bullet_delay_tier = 2
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elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
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bullet_delay = BULLET_DELAY_TIER4
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money -= BULLET_DELAY_TIER4_COST
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ship_value += BULLET_DELAY_TIER4_COST
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2018-05-23 21:35:16 -04:00
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bullet_delay_tier = 3
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2018-05-23 11:02:52 -04:00
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elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
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bullet_delay = BULLET_DELAY_TIER5
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money -= BULLET_DELAY_TIER5_COST
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ship_value += BULLET_DELAY_TIER5_COST
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bullet_delay_tier = 4
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2018-05-27 19:22:11 -04:00
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# elif (bullet_delay <= BULLET_DELAY_MINIMUM):
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# emit_signal("bullet_delay_fully_upgraded")
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# elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
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# bullet_delay = bullet_delay*0.95
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# money -= shooting_speed_upgrade
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# ship_value += shooting_speed_upgrade
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# shooting_speed_upgrade *= 1.1
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# bullet_delay_tier += 1
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2018-05-27 03:46:10 -04:00
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timer.set_wait_time(bullet_delay)
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2018-05-27 02:20:51 -04:00
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rpc("other_shooting_speed_upgrade", get_tree().get_network_unique_id(), bullet_delay)
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2018-05-23 11:02:52 -04:00
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2018-05-29 02:39:43 -04:00
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func doubleLaserUpgrade():
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2018-05-29 02:52:23 -04:00
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if money >= DOUBLE_LASER_COST && double_laser == false:
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2018-05-29 02:39:43 -04:00
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money -= DOUBLE_LASER_COST
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double_laser = true
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rpc("double_laser_upgrade", get_tree().get_network_unique_id())
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2018-05-27 03:46:10 -04:00
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######################
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2018-05-23 01:40:45 -04:00
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func _ready():
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# for measuring time between lasers
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timer = Timer.new()
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timer.set_one_shot(true)
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timer.set_wait_time(bullet_delay)
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timer.connect("timeout", self, "on_timeout_complete")
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add_child(timer)
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timer.start()
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2018-05-27 03:46:10 -04:00
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# set player's position to the default
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position = STARTING_POSITION
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2018-05-27 03:46:10 -04:00
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# sets screensize to prevent player leaving screen
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2018-05-23 01:40:45 -04:00
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screensize = get_viewport_rect().size
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2018-05-27 03:46:10 -04:00
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# starts the ship's rocketing animation
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2018-05-23 01:40:45 -04:00
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$AnimatedSprite.play()
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2018-05-23 04:24:00 -04:00
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2018-05-27 03:46:10 -04:00
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# resets all upgrades to the default
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# refunds them with adjustable percentage returned
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func _refund_button():
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bullet_delay = BULLET_DELAY_TIER1
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bullet_delay_tier = 0
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2018-05-23 11:02:52 -04:00
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timer.set_wait_time(bullet_delay)
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2018-05-27 03:46:10 -04:00
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laser_penetration = 0
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double_laser = false
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2018-05-23 04:24:00 -04:00
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shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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2018-05-23 03:57:15 -04:00
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money += ship_value*refund_percentage
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2018-05-23 11:02:52 -04:00
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prints("Refunded ", ship_value*refund_percentage)
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2018-05-23 01:40:45 -04:00
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ship_value = 0
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2018-05-23 11:02:52 -04:00
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emit_signal("update_display")
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get_tree().paused = true
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2018-05-23 01:40:45 -04:00
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2018-05-29 00:08:30 -04:00
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#Changes the ships color
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func changeColor(color):
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$AnimatedSprite.modulate = color
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if get_tree().has_network_peer():
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rpc("_change_color", get_tree().get_network_unique_id(), color)
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2018-05-23 03:57:15 -04:00
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func on_timeout_complete():
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can_shoot = true
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2018-05-26 04:15:20 -04:00
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var is_shooting
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2018-05-26 02:55:17 -04:00
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func moveto(finger_position):
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if !menu_open:
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if (finger_position.x > position.x && finger_position.x < 800):
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velocity.x += 1
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if position.x > finger_position.x:
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velocity.x -= 1
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if (finger_position.y - 100 > position.y && finger_position.x < 800):
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velocity.y += 1
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if (position.y > finger_position.y - 100 && finger_position.x < 800):
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velocity.y -= 1
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2018-05-29 00:08:30 -04:00
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2018-05-26 04:15:20 -04:00
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remote func move_player(id, position, is_shooting):
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emit_signal("multiplayer_movement", id, position, is_shooting)
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2018-05-26 02:55:17 -04:00
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2018-05-27 02:20:51 -04:00
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remote func other_shooting_speed_upgrade(id, bullet_delay):
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emit_signal("other_shooting_upgrade", id, bullet_delay)
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2018-05-29 00:08:30 -04:00
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remote func _change_color(id, color):
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emit_signal("other_ship_color_change", id, color)
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2018-06-03 11:11:27 -04:00
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remote func _enable_rainbow(id):
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emit_signal("other_ship_enable_rainbow", id)
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2018-05-29 02:39:43 -04:00
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remote func double_laser_upgrade(id):
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emit_signal("double_laser_upgrade", id)
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2018-05-29 00:08:30 -04:00
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2018-05-27 03:46:10 -04:00
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# the player's movement vector
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var velocity = Vector2()
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2018-05-26 02:55:17 -04:00
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2018-06-03 11:11:27 -04:00
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var rainbow = Color(0,0,0,1)
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var r_up = true
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var g_up = true
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var b_up = true
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var rainbow_speed = 30
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var rainbow_is_on = false
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2018-05-23 01:40:45 -04:00
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func _process(delta):
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2018-05-27 03:46:10 -04:00
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# move player with keyboard
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2018-05-26 02:55:17 -04:00
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velocity = Vector2()
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2018-05-27 03:46:10 -04:00
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if Input.is_action_pressed("ui_right"):
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2018-05-23 01:40:45 -04:00
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velocity.x += 1
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2018-05-27 03:46:10 -04:00
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if Input.is_action_pressed("ui_left"):
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2018-05-23 01:40:45 -04:00
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velocity.x -= 1
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2018-05-27 03:46:10 -04:00
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if Input.is_action_pressed("ui_down"):
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2018-05-23 01:40:45 -04:00
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velocity.y += 1
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2018-05-27 03:46:10 -04:00
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if Input.is_action_pressed("ui_up"):
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2018-05-23 01:40:45 -04:00
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velocity.y -= 1
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if (velocity.length() > 0):
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velocity = velocity.normalized() * ship_speed
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position += velocity * delta
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2018-05-27 03:46:10 -04:00
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2018-06-03 11:11:27 -04:00
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if rainbow_is_on:
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rainbow(delta)
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2018-05-27 03:46:10 -04:00
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# prevents player leaving the screen
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2018-06-03 11:11:27 -04:00
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position.x = clamp(position.x-100, 0, screensize.x-164) + 100
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2018-05-23 01:40:45 -04:00
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position.y = clamp(position.y, 0, screensize.y)
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2018-05-26 04:15:20 -04:00
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2018-05-27 03:46:10 -04:00
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# basically exists just for rpc messages about whether or not the player is currently firing
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2018-05-26 04:15:20 -04:00
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if can_shoot:
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is_shooting = false
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else:
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is_shooting = true
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2018-05-27 03:46:10 -04:00
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# if in multiplayer mode, push position and shooting status as often as possible
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2018-05-26 02:55:17 -04:00
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if get_tree().has_network_peer():
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2018-05-29 02:39:43 -04:00
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rpc("move_player", get_tree().get_network_unique_id(), position, is_shooting)
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2018-05-23 04:24:00 -04:00
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2018-05-27 03:46:10 -04:00
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# if shoot button is pressed, try shooting
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if Input.is_action_pressed("ui_accept"):
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2018-05-23 03:57:15 -04:00
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shoot()
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2018-05-26 02:55:17 -04:00
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2018-05-27 03:46:10 -04:00
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# ui_reset button opens the upgrade menu
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if Input.is_action_pressed("ui_reset"):
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upgradeMenu()
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2018-05-23 03:57:15 -04:00
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2018-05-27 03:46:10 -04:00
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# spawn lasers to shoot
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# lasers can be set to penetrate or not
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# can fire two lasers at once if double_laser is on
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2018-05-23 03:57:15 -04:00
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func shoot():
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2018-05-26 04:15:20 -04:00
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if can_shoot:
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var laser = Laser.instance()
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get_node("../").add_child(laser)
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laser.current_pen = laser_penetration
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laser.position.y = position.y - 27
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laser.position.x = position.x + 46
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2018-06-03 11:11:27 -04:00
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laser.damage = laser_damage
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2018-05-26 02:55:17 -04:00
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2018-05-26 04:15:20 -04:00
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#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
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#Would allow for more simple additions in the future
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if double_laser == true:
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var laser2 = Laser.instance()
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get_node("../").add_child(laser2)
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laser2.position.y = position.y + 28
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laser2.position.x = position.x + 46
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laser2.current_pen = laser_penetration
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2018-05-27 03:46:10 -04:00
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# don't shoot again until the timer resets
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2018-05-26 04:15:20 -04:00
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can_shoot = false
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timer.start()
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2018-06-03 11:11:27 -04:00
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# Funky colors #
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# NOT CURRENTLY REFUNDABLE #
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func enable_the_rainbow():
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if money >= 2000 && not rainbow_is_on:
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money -= 2000
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rainbow_is_on = true
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rpc("_enable_rainbow", get_tree().get_network_unique_id())
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func rainbow(delta):
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if rainbow.r < 1 && r_up:
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rainbow.r += rainbow_speed*delta/10
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if rainbow.r >= 1: r_up = false
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else:
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rainbow.r -= rainbow_speed*delta/10
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if rainbow.r <= 0.2: r_up = true
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if rainbow.g < 1 && g_up:
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rainbow.g += rainbow_speed*delta/9
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if rainbow.g >= 1: g_up = false
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else:
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rainbow.g -= rainbow_speed*delta/9
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if rainbow.g <= 0.2: g_up = true
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if rainbow.b < 1 && b_up:
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rainbow.b += rainbow_speed*delta/8
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if rainbow.b >= 1: b_up = false
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else:
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rainbow.b -= rainbow_speed*delta/8
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if rainbow.b <= 0.2: b_up = true
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$AnimatedSprite.modulate = rainbow
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2018-05-27 03:46:10 -04:00
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# displays endgame screen and pauses
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2018-05-23 21:35:16 -04:00
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func gameOver():
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var gameover = preload("res://GameOver.tscn").instance()
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add_child(gameover)
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gameover.connect("restart", self, "restart_game")
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# gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
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get_tree().paused = true
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2018-05-27 03:46:10 -04:00
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# uses refund function to remove upgrades
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# sets points back to default
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2018-05-23 21:35:16 -04:00
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func restart_game():
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_refund_button()
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get_tree().paused = false
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money = STARTING_MONEY
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emit_signal("restart_game")
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