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