Fronter/Main.gd

210 lines
5.3 KiB
GDScript

extends Node
export (PackedScene) var FirstBad
export (PackedScene) var BlobBad
export (PackedScene) var LaserBad
export (PackedScene) var RectangleBoss
var position = Vector2(200, 200)
var bads_this_round = 0
var upgrade_cost = 50
var booting = true
var rectangle_opacity = 1
var bad_spawning_enabled = true
var screen_flashing = false
const BADDIE_WAIT_TIME_DEFAULT = 5
func _ready():
$ColorRect.visible = true
var mainmenu = preload("res://MainMenu.tscn").instance()
add_child(mainmenu)
mainmenu.connect("multiplayer_menu", self, "_open_multiplayer_menu")
get_tree().paused = true
$BaddieTimer.wait_time = BADDIE_WAIT_TIME_DEFAULT
$BaddieTimer.start()
randomize()
updatePoints()
var touchy_shooty = false
func _open_multiplayer_menu():
var multiplayer = preload("res://Networking.tscn").instance()
add_child(multiplayer)
get_tree().paused = true
func _process(delta):
if (Input.is_action_pressed("ctlr_l")):
if (Input.is_action_pressed("ctlr_r")):
if (Input.is_action_pressed("ctlr_a")):
if (Input.is_action_pressed("ctlr_start")):
get_tree().quit()
if (Input.is_action_pressed("ui_quit")):
get_tree().quit()
updatePoints()
if get_tree().has_network_peer():
if !get_tree().is_network_server():
$BaddieTimer.stop()
if (touchy_feely && (abs(touchy_feely.position.x - $Player.position.x) > 1)):
if (touchy_feely.position.x < 800):
$Player.moveto(touchy_feely.position)
if (touchy_shooty && $Player.can_shoot):
$Player.shoot()
if booting == true:
$ColorRect.color = Color(0, 0, 0, rectangle_opacity)
rectangle_opacity -= delta/1.25
if rectangle_opacity <= 0:
booting = false
$ColorRect.visible = false
if screen_flashing == true:
prints("screen_flashing == true", rectangle_opacity)
$ColorRect.color = Color(1, 1, 1, rectangle_opacity)
rectangle_opacity -= delta/4
if rectangle_opacity <= 0:
screen_flashing = false
$ColorRect.visible = false
if total_bads_spawned == 100:
bossMode()
func _on_bad_death(kill_money):
$Player.money += kill_money
updatePoints()
var a_round_of_bads = 20
var sendblob = 1
var bad_health_multi = 1
var total_bads_spawned = 0
func BaddieTimer():
if total_bads_spawned == 5:
if get_tree().is_network_server():
rpc("bossMode")
else:
bossMode()
total_bads_spawned += 1
if bads_this_round <= a_round_of_bads && bad_spawning_enabled:
var bad_type
var badposition = Vector2()
if sendblob%20 == 0:
bad_type = 2
sendblob += 1
elif sendblob%5 == 0:
bad_type = 1
sendblob += 1
else:
bad_type = 0
sendblob += 1
bads_this_round += 1
if $BaddieTimer.wait_time > 0.5:
$BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.975
if bads_this_round == a_round_of_bads:
bad_health_multi *= 1.5
badposition.x = 1200
badposition.y = (randi()%410) + 50
if get_tree().is_network_server():
rpc("spawnBad", bad_type, badposition, bad_health_multi)
else:
spawnBad(bad_type, badposition, bad_health_multi)
else:
bads_this_round = 0
sync func spawnBad(bad_type, position, health_multi):
var bad
if bad_type == 0:
bad = FirstBad.instance()
if bad_type == 1:
bad = BlobBad.instance()
if bad_type == 2:
bad = LaserBad.instance()
total_bads_spawned += 1
add_child(bad)
bad.connect("dead", self, "_on_bad_death")
bad.health_multi = health_multi
bad.position = position
func _on_PauseButton_pressed():
$Player.upgradeMenu()
func updatePoints():
$MoneyDisplay.text = str($Player.money, " points")
func _on_Player_update_display():
updatePoints()
func _on_Mothership_game_over():
$ShootButton.visible = false
$Player.gameOver()
func _on_Player_restart_game():
for child in self.get_children():
if (child.has_method("_on_Visibility_screen_exited")):
child.queue_free()
bads_this_round = 0
$BaddieTimer.wait_time = BADDIE_WAIT_TIME_DEFAULT
$ShootButton.visible = true
var touchy_feely
#func _input(event):
# if (event is InputEventScreenTouch || event is InputEventScreenDrag):
# if event.position.x < 800:
# touchy_feely = event
# prints(event.index)
# else:
# touchy_shooty = true
#
var touchscreen_on = false
func _input(event):
if (event is InputEventScreenTouch || event is InputEventScreenDrag):
touchscreen_on = true
if event.position.x < 800: #&& (abs (event.position.y - $Player.position.y) < 100) :
$Player.position.x = event.position.x + 100*(event.position.x/800)
$Player.position.y = event.position.y - 100
prints(event.index)
else:
touchy_shooty = true
func other_shooting_upgrade(id, other_bullet_delay):
prints("Other player shooting speed upgrade")
$OtherPlayer.timer.set_wait_time(other_bullet_delay)
func _on_Player_multiplayer_movement(id, position, is_shooting):
$OtherPlayer.visible = true
$OtherPlayer.username = str(id)
$OtherPlayer.position = position
if is_shooting:
$OtherPlayer.shoot()
sync func bossMode():
bad_spawning_enabled = false
var bosstimer = Timer.new()
bosstimer.connect("timeout",self,"_launch_boss")
add_child(bosstimer) #to process
bosstimer.wait_time = 3 # 15 default
bosstimer.one_shot = true
bosstimer.start() #to start
func _launch_boss():
var bad
bad = RectangleBoss.instance()
add_child(bad)
bad.connect("flash", self, "_flash_screen")
bad.show_behind_parent = true
bad.connect("dead", self, "_on_bad_death")
func _flash_screen():
prints("_flash_screen")
screen_flashing = true
rectangle_opacity = 1
$ColorRect.visible = true