Fronter/Player.gd

217 lines
6.5 KiB
GDScript3
Raw Normal View History

extends Area2D
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
signal ship_speed_upgrade
signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded
export (PackedScene) var Laser
#Default ship strengths and costs
const BULLET_DELAY_TIER1 = 0.8
const BULLET_DELAY_TIER2 = 0.5
const BULLET_DELAY_TIER3 = 0.2
const BULLET_DELAY_TIER4 = 0.1
const BULLET_DELAY_TIER5 = 0.05
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
const BULLET_DELAY_MINIMUM = 0.01
const BULLET_DELAY_TIER2_COST = 100
const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400
const BULLET_DELAY_TIER5_COST = 1000
const SHIP_SPEED_TIER1 = 150
const SHIP_SPEED_TIER2 = 200
const SHIP_SPEED_TIER3 = 300
const SHIP_SPEED_TIER4 = 500
const SHIP_SPEED_TIER5 = 800
const SHIP_SPEED_UPGRADE_DEFAULT = 1500
const SHIP_SPEED_MAXIMUM = 1200
const SHIP_SPEED_TIER2_COST = 200
const SHIP_SPEED_TIER3_COST = 400
const SHIP_SPEED_TIER4_COST = 600
const SHIP_SPEED_TIER5_COST = 800
var screensize
var ship_speed = SHIP_SPEED_TIER1
var bullet_delay = BULLET_DELAY_TIER1
var bullet_delay_tier = 1
var laser_penetration = 0
var double_laser = false
var ship_value = 0
var refund_percentage = 0.9
var money = 100
var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
func upgradeMenu():
var upgmenu = preload("res://UpgradeMenu.tscn").instance()
add_child(upgmenu)
upgmenu.connect("refund", self, "_refund_button")
upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
get_tree().paused = true
func upgradeBulletDelay_button():
upgradeBulletDelay()
emit_signal("update_display")
get_tree().paused = true
func upgradeBulletDelay():
if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST):
bullet_delay = BULLET_DELAY_TIER2
money -= BULLET_DELAY_TIER2_COST
ship_value += BULLET_DELAY_TIER2_COST
elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST):
bullet_delay = BULLET_DELAY_TIER3
money -= BULLET_DELAY_TIER3_COST
ship_value += BULLET_DELAY_TIER3_COST
elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
bullet_delay = BULLET_DELAY_TIER4
money -= BULLET_DELAY_TIER4_COST
ship_value += BULLET_DELAY_TIER4_COST
elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
bullet_delay = BULLET_DELAY_TIER5
money -= BULLET_DELAY_TIER5_COST
ship_value += BULLET_DELAY_TIER5_COST
elif (bullet_delay <= BULLET_DELAY_MINIMUM):
emit_signal("bullet_delay_fully_upgraded")
elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
bullet_delay = bullet_delay*0.95
money -= shooting_speed_upgrade
ship_value += shooting_speed_upgrade
shooting_speed_upgrade *= 1.1
timer.set_wait_time(bullet_delay)
prints(bullet_delay)
func upgradeShipSpeed():
if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
ship_speed = SHIP_SPEED_TIER2
money -= SHIP_SPEED_TIER2_COST
ship_value += SHIP_SPEED_TIER2_COST
elif (ship_speed == SHIP_SPEED_TIER2 && money >= SHIP_SPEED_TIER3_COST):
ship_speed = SHIP_SPEED_TIER3
money -= SHIP_SPEED_TIER3_COST
ship_value += SHIP_SPEED_TIER3_COST
elif (ship_speed == SHIP_SPEED_TIER3 && money >= SHIP_SPEED_TIER4_COST):
ship_speed = SHIP_SPEED_TIER4
money -= SHIP_SPEED_TIER4_COST
ship_value += SHIP_SPEED_TIER4_COST
elif (ship_speed == SHIP_SPEED_TIER4 && money >= SHIP_SPEED_TIER5_COST):
ship_speed = SHIP_SPEED_TIER5
money -= SHIP_SPEED_TIER5_COST
ship_value += SHIP_SPEED_TIER5_COST
elif (ship_speed >= SHIP_SPEED_MAXIMUM):
emit_signal("ship_speed_fully_upgraded")
elif (ship_speed >= SHIP_SPEED_TIER5 && money >= ship_speed_upgrade):
ship_speed = ship_speed*1.05
money -= ship_speed_upgrade
ship_value += ship_speed_upgrade
ship_speed_upgrade *= 1.1
prints(ship_speed)
func _ready():
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
position.x = 100
position.y = 250
screensize = get_viewport_rect().size
$AnimatedSprite.play()
func _refund_button():
bullet_delay = BULLET_DELAY_TIER1
timer.set_wait_time(bullet_delay)
ship_speed = SHIP_SPEED_TIER1
shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
money += ship_value*refund_percentage
prints("Refunded ", ship_value*refund_percentage)
ship_value = 0
emit_signal("update_display")
get_tree().paused = true
var timer = null
var can_shoot = true
var going_up = false
var going_down = false
var shoot_down = false
func on_timeout_complete():
can_shoot = true
#func _unhandled_input(event):
# if (event is InputEventScreenTouch):
# gravity_point = true
# gravity_vec = Vector2(0.5, 0.5)
func _process(delta):
var velocity = Vector2() # the player's movement vector
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") || going_down == true):
velocity.y += 1
if (Input.is_action_pressed("ui_up") || going_up == true):
velocity.y -= 1
if (velocity.length() > 0):
velocity = velocity.normalized() * ship_speed
position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
shoot()
if (Input.is_action_pressed("ui_select") && can_shoot == true):
upgradeBulletDelay()
if (Input.is_action_pressed("ui_reset") && can_shoot == true):
#upgradeShipSpeed()
upgradeMenu()
func _on_Player_body_entered(body):
prints("hit")
func upPressed():
going_up = true
func upDepressed():
going_up = false
func downPressed():
going_down = true
func downDepressed():
going_down = false
func shootDown():
shoot_down = true
func shootUp():
shoot_down = false
func 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
#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 + 28
laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration
can_shoot = false
timer.start()