added radio and new blank cassette system
This commit is contained in:
33
PCs/hero.gd
33
PCs/hero.gd
@@ -65,6 +65,12 @@ var currency: int = 0 :
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hud.set_currency_count(value)
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get:
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return currency
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var blank_cassettes: int = 0 :
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set(value):
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blank_cassettes = value
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hud.set_blank_cassette_count(value)
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get():
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return blank_cassettes
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var energy: int = 0 :
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set(value):
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energy = value
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@@ -75,7 +81,7 @@ var selected_card: Card :
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set(_value):
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pass
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get():
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return unique_cards[hand_selected_index]
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return unique_cards[hand_selected_index] if unique_cards.size() > 0 else null
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func set_zoom_factor(value: float) -> void:
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@@ -89,7 +95,11 @@ func _ready() -> void:
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sprite.queue_free()
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player_name_tag.queue_free()
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for card: Card in hero_class.deck:
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draw_pile.add(card)
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if game_manager.card_gameplay:
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draw_pile.add(card)
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else:
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add_card(card)
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update_selected_box()
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else:
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camera.set_visible(false)
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gun_camera.set_visible(false)
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@@ -128,8 +138,15 @@ func add_selection(card: Card) -> void:
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var box: CardSelectionBox = card_select_scene.instantiate()
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box.set_card(card)
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box.set_key(unique_cards.size() - 1)
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box.set_amount(1)
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selection_boxes.append(box)
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$HUD/selection_boxes.add_child(box)
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else:
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var box: CardSelectionBox
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for existing_box: CardSelectionBox in selection_boxes:
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if existing_box.card == card:
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box = existing_box
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box.set_amount(hand.contents.count(card))
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func check_removal() -> void:
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@@ -346,17 +363,21 @@ func equip_weapon(slot: int = 0) -> void:
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if hand.size == 0:
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return
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var energy_cost: int = selected_card.cost
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if energy < energy_cost:
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if game_manager.card_gameplay and energy < energy_cost:
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return
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if weapons[slot] != null:
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unequip_weapon(slot)
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if !game_manager.card_gameplay:
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return
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if hand.size > 0:
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energy -= energy_cost
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if game_manager.card_gameplay:
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energy -= energy_cost
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place_card_audio.play()
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cards[slot] = hand.remove_at(hand.contents.find(selected_card))
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#card_sprites[hand_selected_index].queue_free()
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#card_sprites.remove_at(hand_selected_index)
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discard_pile.add(cards[slot])
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if game_manager.card_gameplay:
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discard_pile.add(cards[slot])
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#TODO: Alternate thing to do with the hand i guess
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#if !inventory.contents.has(cards[slot]):
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#decrement_selected()
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@@ -454,6 +475,8 @@ func unequip_weapon(slot: int = 0) -> void:
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hud.new_energy_bar.disable_secondary_energy()
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weapons[slot].queue_free()
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weapons[slot] = null
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if !game_manager.card_gameplay:
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add_card(cards[slot])
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cards[slot] = null
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place_card_audio.play()
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