Major addition of comments, removed some redundant player code
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d9e05e12df
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@ -27,7 +27,7 @@ animations = [ {
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"speed": 5.0
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} ]
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[node name="Main" type="Node" index="0"]
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[node name="Main" type="Node"]
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script = ExtResource( 1 )
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_sections_unfolded = [ "Pause" ]
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184
Player.gd
184
Player.gd
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@ -1,6 +1,6 @@
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extends Area2D
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# signals
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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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@ -15,54 +15,87 @@ signal multiplayer_movement
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export (PackedScene) var Laser
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################################
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#THINGS THAT MAY NEED ADJUSTING
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# THINGS THAT MAY NEED ADJUSTING
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#################################
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#Default ship strengths and costs
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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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# the 5 tiers of ship speed
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const SHIP_SPEED_TIER1 = 150
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const SHIP_SPEED_TIER2 = 200
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const SHIP_SPEED_TIER3 = 300
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const SHIP_SPEED_TIER4 = 500
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const SHIP_SPEED_TIER5 = 800
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const SHIP_SPEED_UPGRADE_DEFAULT = 1500
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const SHIP_SPEED_MAXIMUM = 1200
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# costs of ship speed upgrades
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const SHIP_SPEED_TIER2_COST = 200
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const SHIP_SPEED_TIER3_COST = 400
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const SHIP_SPEED_TIER4_COST = 600
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const SHIP_SPEED_TIER5_COST = 800
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# the ship's starting position
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const STARTING_POSITION = Vector2(100, 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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#################################
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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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# 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 ship movement speed to the default
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var ship_speed = SHIP_SPEED_TIER1
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var ship_speed_tier = 0
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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 ship_value = 0
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var refund_percentage = 1
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# gives the player their starting points
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var money = STARTING_MONEY
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var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
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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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# 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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# 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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@ -70,15 +103,36 @@ func upgradeMenu():
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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("ship_speed_upgrade", self, "upgradeShipSpeed_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.bullet_delay_tier = bullet_delay_tier
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upgmenu.ship_speed_tier = ship_speed_tier
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if !get_tree().has_network_peer():
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get_tree().paused = true
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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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func upgradeShipSpeed_button():
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upgradeShipSpeed()
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emit_signal("update_display")
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@ -91,6 +145,18 @@ func upgradeBulletDelay_button():
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if !get_tree().has_network_peer():
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get_tree().paused = true
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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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@ -120,11 +186,12 @@ func upgradeBulletDelay():
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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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timer.set_wait_time(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)
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prints("rpc other_shootng_speed_upgrade", get_tree().get_network_unique_id(), bullet_delay)
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# upgrades the speed at which the ship moves
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# not relevant for touchscreen users
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func upgradeShipSpeed():
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prints("func upgradeShipSpeed():")
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if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
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@ -147,17 +214,13 @@ func upgradeShipSpeed():
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money -= SHIP_SPEED_TIER5_COST
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ship_value += SHIP_SPEED_TIER5_COST
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ship_speed_tier = 4
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elif (ship_speed >= SHIP_SPEED_MAXIMUM):
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emit_signal("ship_speed_fully_upgraded")
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elif (ship_speed >= SHIP_SPEED_TIER5 && money >= ship_speed_upgrade):
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ship_speed = ship_speed*1.05
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money -= ship_speed_upgrade
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ship_value += ship_speed_upgrade
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ship_speed_upgrade *= 1.1
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prints(ship_speed)
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######################
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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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@ -165,17 +228,24 @@ func _ready():
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add_child(timer)
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timer.start()
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position.x = 100
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position.y = 250
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# set player's position to the default
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position = STARTING_POSITION
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# sets screensize to prevent player leaving screen
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screensize = get_viewport_rect().size
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# starts the ship's rocketing animation
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$AnimatedSprite.play()
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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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timer.set_wait_time(bullet_delay)
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ship_speed = SHIP_SPEED_TIER1
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laser_penetration = 0
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double_laser = false
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shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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money += ship_value*refund_percentage
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prints("Refunded ", ship_value*refund_percentage)
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@ -183,45 +253,21 @@ func _refund_button():
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emit_signal("update_display")
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get_tree().paused = true
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var timer = null
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var can_shoot = false
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var shoot_down = false
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func on_timeout_complete():
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can_shoot = true
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#func _unhandled_input(event):
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# if (event is InputEventScreenTouch):
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# gravity_point = true
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# gravity_vec = Vector2(0.5, 0.5)
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var x_up = false
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var y_up = false
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var x_down = false
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var y_down = false
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var is_shooting
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var menu_open = false
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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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x_up = true
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if position.x > finger_position.x:
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velocity.x -= 1
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x_down = true
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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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y_up = true
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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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y_down = true
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# if (finger_position.x >= 800 && can_shoot):
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# shoot()
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# if get_tree().has_network_peer():
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# rpc("move_player", get_tree().get_network_unique_id(), position, ~can_shoot)
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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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@ -229,56 +275,49 @@ remote func move_player(id, position, is_shooting):
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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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var velocity = Vector2() # the player's movement vector
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# the player's movement vector
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var velocity = Vector2()
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func _process(delta):
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# move player with keyboard
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velocity = Vector2()
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if (Input.is_action_pressed("ui_right") || x_up):
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if Input.is_action_pressed("ui_right"):
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velocity.x += 1
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x_up = false
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if (Input.is_action_pressed("ui_left") || x_down):
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if Input.is_action_pressed("ui_left"):
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velocity.x -= 1
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x_down = false
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if (Input.is_action_pressed("ui_down") || y_up):
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if Input.is_action_pressed("ui_down"):
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velocity.y += 1
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y_up = false
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if (Input.is_action_pressed("ui_up") || y_down):
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if Input.is_action_pressed("ui_up"):
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velocity.y -= 1
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y_down = false
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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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# prevents player leaving the screen
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position.x = clamp(position.x, 0, screensize.x)
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position.y = clamp(position.y, 0, screensize.y)
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# basically exists just for rpc messages about whether or not the player is currently firing
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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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# if in multiplayer mode, push position and shooting status as often as possible
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if get_tree().has_network_peer():
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rpc_unreliable("move_player", get_tree().get_network_unique_id(), position, is_shooting)
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if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
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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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shoot()
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if (Input.is_action_pressed("ui_reset") && can_shoot == true):
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upgradeMenu()
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var x_up = false
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var y_up = false
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var x_down = false
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var y_down = false
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func _on_Player_body_entered(body):
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prints("hit")
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func shootDown():
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shoot_down = true
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func shootUp():
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shoot_down = false
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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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# 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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func shoot():
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if can_shoot:
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var laser = Laser.instance()
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@ -296,10 +335,11 @@ func shoot():
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laser2.position.x = position.x + 46
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laser2.current_pen = laser_penetration
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# don't shoot again until the timer resets
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can_shoot = false
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timer.start()
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# displays endgame screen and pauses
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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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@ -307,6 +347,8 @@ func gameOver():
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# gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
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get_tree().paused = true
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# uses refund function to remove upgrades
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# sets points back to default
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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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@ -20,7 +20,7 @@ custom_solver_bias = 0.0
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radius = 12.8998
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height = 40.4125
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[node name="Player" type="Area2D"]
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[node name="Player" type="Area2D" index="0"]
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input_pickable = true
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gravity_point = true
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