added player Finite State Machine

This commit is contained in:
2025-07-19 22:08:07 +10:00
parent 4a26cf0ddb
commit d2dc74d533
39 changed files with 496 additions and 376 deletions

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@@ -19,13 +19,13 @@ health = 70
penalty = 4 penalty = 4
movement_speed = 3.5 movement_speed = 3.5
spawn_cooldown = 0.6 spawn_cooldown = 0.6
common_group = 4 common_group = 5
common_cost = 2 common_cost = 2
uncommon_group = 8 uncommon_group = 11
uncommon_cost = 2 uncommon_cost = 2
rare_group = 14 rare_group = 16
rare_cost = 4 rare_cost = 4
epic_group = 20 epic_group = 23
epic_cost = 6 epic_cost = 6
legendary_group = 26 legendary_group = 30
legendary_cost = 10 legendary_cost = 10

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@@ -10,7 +10,7 @@
[ext_resource type="PackedScene" uid="uid://bgxr27by7jruo" path="res://Enemies/BabyEyeDog/baby_eyedog.glb" id="10_8k5ts"] [ext_resource type="PackedScene" uid="uid://bgxr27by7jruo" path="res://Enemies/BabyEyeDog/baby_eyedog.glb" id="10_8k5ts"]
[sub_resource type="SphereShape3D" id="SphereShape3D_cavbv"] [sub_resource type="SphereShape3D" id="SphereShape3D_cavbv"]
radius = 0.269119 radius = 0.364
[sub_resource type="SphereShape3D" id="SphereShape3D_h25mw"] [sub_resource type="SphereShape3D" id="SphereShape3D_h25mw"]
radius = 0.150315 radius = 0.150315

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@@ -17,7 +17,7 @@ sprite = ExtResource("2_7nc4x")
spawn_power = 14 spawn_power = 14
health = 350 health = 350
penalty = 15 penalty = 15
movement_speed = 0.9 movement_speed = 1.1
spawn_cooldown = 2.0 spawn_cooldown = 2.0
common_group = 2 common_group = 2
common_cost = 1 common_cost = 1

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@@ -23,7 +23,7 @@ sprite = SubResource("AtlasTexture_n6kdu")
spawn_power = 10 spawn_power = 10
health = 180 health = 180
penalty = 10 penalty = 10
movement_speed = 1.2 movement_speed = 1.5
spawn_cooldown = 1.2 spawn_cooldown = 1.2
common_group = 6 common_group = 6
common_cost = 1 common_cost = 1

30
PCs/FSM/building_state.gd Normal file
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@@ -0,0 +1,30 @@
class_name BuildingState
extends HeroState
@export var swap_state: HeroState
func enter_state() -> void:
hero.edit_tool.enabled = true
hero.game_manager.level.enable_non_path_tower_frames()
func exit_state() -> void:
hero.edit_tool.interact_key_held = false
hero.edit_tool.enabled = false
hero.game_manager.level.disable_all_tower_frames()
func process_state(_delta: float) -> void:
hero.check_world_button()
if Input.is_action_just_pressed("Primary Fire"):
hero.edit_tool.interact_key_held = true
if Input.is_action_just_released("Primary Fire"):
hero.edit_tool.interact_key_held = false
if Input.is_action_just_pressed("Swap Weapons"):
state_changed.emit(swap_state)
if Input.is_action_pressed("Ready"):
if hero.ready_state:
hero.unready_self()
else:
hero.ready_self()

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@@ -0,0 +1 @@
uid://b5h7jfwkyokes

66
PCs/FSM/carding_state.gd Normal file
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@@ -0,0 +1,66 @@
class_name CardingState
extends HeroState
@export var swap_state: HeroState
func enter_state() -> void:
hero.set_card_elements_visibility(true)
hero.left_hand.visible = true
hero.carding_tool.enabled = true
func exit_state() -> void:
hero.set_card_elements_visibility(false)
hero.left_hand.visible = false
hero.carding_tool.enabled = false
func process_state(_delta: float) -> void:
hero.check_world_button()
if Input.is_action_just_pressed("Interact"):
hero.carding_tool.interact()
if Input.is_action_just_pressed("Primary Fire"):
hero.equip_weapon(0)
if Input.is_action_just_pressed("Secondary Fire"):
hero.equip_weapon(1)
if Input.is_action_just_pressed("Select Next Card") and hero.hand.size > 1:
hero.increment_selected()
hero.swap_card_audio.play()
if Input.is_action_just_pressed("Select Previous Card") and hero.hand.size > 1:
hero.decrement_selected()
hero.swap_card_audio.play()
if Input.is_action_just_pressed("Equip 1"):
swap_to_slot(1)
if Input.is_action_just_pressed("Equip 2"):
swap_to_slot(2)
if Input.is_action_just_pressed("Equip 3"):
swap_to_slot(3)
if Input.is_action_just_pressed("Equip 4"):
swap_to_slot(4)
if Input.is_action_just_pressed("Equip 5"):
swap_to_slot(5)
if Input.is_action_just_pressed("Equip 6"):
swap_to_slot(6)
if Input.is_action_just_pressed("Equip 7"):
swap_to_slot(7)
if Input.is_action_just_pressed("Equip 8"):
swap_to_slot(8)
if Input.is_action_just_pressed("Equip 9"):
swap_to_slot(9)
if Input.is_action_just_pressed("Equip 10"):
swap_to_slot(10)
if Input.is_action_just_pressed("Swap Weapons"):
state_changed.emit(swap_state)
if Input.is_action_pressed("Ready"):
if hero.ready_state:
hero.unready_self()
else:
hero.ready_self()
func swap_to_slot(num: int) -> void:
if hero.unique_cards.size() >= num:
hero.hand_selected_index = num - 1
hero.swap_card_audio.play()
hero.update_selected_box()

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@@ -0,0 +1 @@
uid://cjdv1onyfej0m

57
PCs/FSM/fighting_state.gd Normal file
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@@ -0,0 +1,57 @@
class_name FightingState
extends HeroState
func enter_state() -> void:
if hero.weapons[hero.equipped_weapon]:
hero.hud.set_energy_visible(true)
var offhand_weapon: Weapon = hero.weapons[0] if hero.equipped_weapon == 1 else hero.weapons[1]
if offhand_weapon:
offhand_weapon.current_energy = offhand_weapon.max_energy
if (!hero.weapons[hero.equipped_weapon] and offhand_weapon) or (hero.weapons[0] and hero.equipped_weapon == 1):
hero.swap_weapons()
if hero.weapons[hero.equipped_weapon]:
hero.weapons[hero.equipped_weapon].current_energy = hero.weapons[hero.equipped_weapon].max_energy
#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
hero.weapon_swap_timer.start()
hero.hud.primary_duration.visible = false
hero.hud.secondary_duration.visible = false
hero.hud.energy_label.visible = false
func exit_state() -> void:
if hero.weapons[hero.equipped_weapon]:
hero.weapons[hero.equipped_weapon].release_trigger()
hero.weapons[hero.equipped_weapon].release_second_trigger()
hero.weapons[hero.equipped_weapon].visible = false
hero.hud.set_energy_visible(false)
hero.hud.grow_wave_start_label()
hero.hud.primary_duration.visible = true
hero.hud.secondary_duration.visible = true
hero.hud.energy_label.visible = true
func process_state(_delta: float) -> void:
if hero.weapons[hero.equipped_weapon] and hero.weapons_active:
if Input.is_action_just_pressed("Primary Fire"):
hero.weapons[hero.equipped_weapon].hold_trigger()
if Input.is_action_just_released("Primary Fire"):
hero.weapons[hero.equipped_weapon].release_trigger()
if Input.is_action_pressed("Secondary Fire"):
hero.weapons[hero.equipped_weapon].hold_second_trigger()
if Input.is_action_just_released("Secondary Fire"):
hero.weapons[hero.equipped_weapon].release_second_trigger()
if Input.is_action_pressed("Primary Fire"):
hero.movement.can_sprint = false
if Input.is_action_pressed("Secondary Fire"):
hero.movement.can_sprint = false
if Input.is_action_just_pressed("Equip Primary Weapon"):
if hero.equipped_weapon == 1 and hero.weapons[0]:
hero.swap_weapons()
if Input.is_action_just_pressed("Equip Secondary Weapon"):
if hero.equipped_weapon == 0 and hero.weapons[1]:
hero.swap_weapons()
if Input.is_action_just_pressed("Swap Weapons"):
if hero.weapons[0] and hero.weapons[1]:
hero.swap_weapons()

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@@ -0,0 +1 @@
uid://cf7m4yyiqhhru

20
PCs/FSM/hero_state.gd Normal file
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@@ -0,0 +1,20 @@
class_name HeroState
extends Node
@warning_ignore("unused_signal")
signal state_changed(new_state: HeroState)
@export var hero: Hero
func enter_state() -> void:
pass
func exit_state() -> void:
pass
@warning_ignore("unused_parameter")
func process_state(delta: float) -> void:
pass

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@@ -0,0 +1 @@
uid://cl8ovljfiagxv

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@@ -6,13 +6,11 @@ extends Node3D
@export var wall_preview: TowerBase @export var wall_preview: TowerBase
@export var progress_bar: TextureProgressBar @export var progress_bar: TextureProgressBar
var enabled: bool = true var enabled: bool = false
var level: Level var level: Level
var point: FlowNode var point: FlowNode
var obstacle_last_point: int = -1 var obstacle_last_point: int = -1
var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
var tower_preview: Tower
var tower_preview_card: Card
var ray_collider: Object var ray_collider: Object
var ray_point: Vector3 var ray_point: Vector3
var last_point: FlowNode var last_point: FlowNode
@@ -88,17 +86,14 @@ func reset() -> void:
if is_instance_valid(ray_collider) and ray_collider is TowerBase and level.walls.has(ray_collider.point): if is_instance_valid(ray_collider) and ray_collider is TowerBase and level.walls.has(ray_collider.point):
level.walls[ray_collider.point].set_float(1.0) level.walls[ray_collider.point].set_float(1.0)
ray_collider = null ray_collider = null
delete_tower_preview()
wall_preview.set_visible(false) wall_preview.set_visible(false)
clear_previous_point() clear_previous_point()
last_point = null last_point = null
func process_looking_at_level() -> void: func process_looking_at_level() -> void:
if tower_preview:
delete_tower_preview()
point = level.flow_field.get_closest_buildable_point(ray_point) point = level.flow_field.get_closest_buildable_point(ray_point)
if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost or !hero.building_mode: if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost:
wall_preview.set_visible(false) wall_preview.set_visible(false)
valid_point = false valid_point = false
clear_previous_point() clear_previous_point()
@@ -126,40 +121,9 @@ func process_looking_at_tower() -> void:
if last_point != point: if last_point != point:
clear_previous_point() clear_previous_point()
if tower_preview:
delete_tower_preview()
wall_preview.set_visible(false) wall_preview.set_visible(false)
ray_collider.set_color(Color.RED) ray_collider.set_color(Color.RED)
ray_collider.set_float(0.0) ray_collider.set_float(0.0)
if hero.hand.size > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or hero.selected_card != tower_preview_card:
spawn_tower_preview()
func spawn_tower_preview() -> void:
delete_tower_preview()
last_tower_base = ray_collider
var card: Card = hero.selected_card
tower_preview_card = card
tower_preview = card.turret_scene.instantiate() as Tower
tower_preview.stats = card.tower_stats
tower_preview.position = Vector3.UP
tower_preview.preview_range(true)
ray_collider.add_child(tower_preview)
func delete_tower_preview() -> void:
last_tower_base = null
if is_instance_valid(tower_preview):
tower_preview.queue_free()
tower_preview = null
tower_preview_card = null
func interact() -> void:
if ray_collider is TowerBase:
var tower_base: TowerBase = ray_collider as TowerBase
put_card_in_tower_base(tower_base)
func build_wall() -> void: func build_wall() -> void:
@@ -177,27 +141,5 @@ func refund_wall(wall: TowerBase) -> void:
level.remove_wall(wall.point) level.remove_wall(wall.point)
func put_card_in_tower_base(tower_base: TowerBase) -> void:
if hero.hand.size <= 0:
return
var card: Card = hero.selected_card
var energy_cost: int = int(card.rarity) + 1
energy_cost *= 2
if hero.energy < energy_cost:
return
if tower_base.has_card:
tower_base.remove_card()
hero.hand.remove_at(hero.hand.contents.find(card))
hero.check_removal()
#hero.card_sprites[hero.hand_selected_index].queue_free()
#hero.card_sprites.remove_at(hero.hand_selected_index)
#if !hero.hand.contents.has(card):
#hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
hero.discard_pile.add(card)
hero.place_card_audio.play()
hero.energy -= energy_cost
func set_progress_percent(value: float) -> void: func set_progress_percent(value: float) -> void:
progress_bar.value = progress_bar.max_value * value progress_bar.value = progress_bar.max_value * value

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@@ -6,14 +6,11 @@ signal ready_state_changed(state: bool)
@export var hero_class: HeroClass @export var hero_class: HeroClass
@export var camera: Camera3D @export var camera: Camera3D
@export var gun_camera: Camera3D @export var gun_camera: Camera3D
@export var left_hand_sprite: Sprite3D
@export var left_hand: Node3D @export var left_hand: Node3D
@export var right_hand: Node3D @export var right_hand: Node3D
#@export var right_hand_animator: AnimationPlayer
@export var edit_tool: PathEditTool @export var edit_tool: PathEditTool
@export var gauntlet_sprite: Sprite3D @export var carding_tool: CardPlacingTool
@export var sprite: EightDirectionSprite3D @export var sprite: EightDirectionSprite3D
#@export var hand_sprite: Sprite2D
@export var interaction_raycast: RayCast3D @export var interaction_raycast: RayCast3D
@export var draw_pile: Inventory @export var draw_pile: Inventory
@export var hand: Inventory @export var hand: Inventory
@@ -27,6 +24,9 @@ signal ready_state_changed(state: bool)
@export var weapon_swap_timer: Timer @export var weapon_swap_timer: Timer
@export var card3d_scene: PackedScene @export var card3d_scene: PackedScene
@export var card_select_scene: PackedScene @export var card_select_scene: PackedScene
@export var editing_states: Array[HeroState]
@export var fighting_state: HeroState
@export var default_state: HeroState
@export_subgroup("Audio") @export_subgroup("Audio")
@export var ears: AudioListener3D @export var ears: AudioListener3D
@@ -39,7 +39,8 @@ signal ready_state_changed(state: bool)
@export var swap_off_audio: AudioStreamPlayer @export var swap_off_audio: AudioStreamPlayer
@export var swap_on_audio: AudioStreamPlayer @export var swap_on_audio: AudioStreamPlayer
var building_mode: bool = true var current_state: HeroState
var pre_fighting_state: HeroState
var selection_boxes: Array[CardSelectionBox] = [] var selection_boxes: Array[CardSelectionBox] = []
var unique_cards: Array[Card] = [] var unique_cards: Array[Card] = []
var hand_card_scene: PackedScene = preload("res://Scenes/UI/card_hand.tscn") var hand_card_scene: PackedScene = preload("res://Scenes/UI/card_hand.tscn")
@@ -53,7 +54,6 @@ var weapons: Array[Weapon] = [null, null]
var cards: Array[Card] = [null, null] var cards: Array[Card] = [null, null]
var weapons_active: bool = false var weapons_active: bool = false
var paused: bool = false var paused: bool = false
var editing_mode: bool = true
var profile: PlayerProfile var profile: PlayerProfile
var ready_state: bool = false : var ready_state: bool = false :
set(value): set(value):
@@ -84,13 +84,9 @@ func set_zoom_factor(value: float) -> void:
func _ready() -> void: func _ready() -> void:
if is_multiplayer_authority(): if is_multiplayer_authority():
#right_hand_animator.play("weapon_sway")
#right_hand_animator.speed_scale = 0
ears.make_current() ears.make_current()
camera.make_current() camera.make_current()
sprite.queue_free() sprite.queue_free()
hand.max_size = 5
#hand_sprite.texture = hero_class.hand_texture
player_name_tag.queue_free() player_name_tag.queue_free()
for card: Card in hero_class.deck: for card: Card in hero_class.deck:
draw_pile.add(card) draw_pile.add(card)
@@ -98,22 +94,66 @@ func _ready() -> void:
camera.set_visible(false) camera.set_visible(false)
gun_camera.set_visible(false) gun_camera.set_visible(false)
hud.set_visible(false) hud.set_visible(false)
for state: HeroState in editing_states:
state.state_changed.connect(update_state)
fighting_state.state_changed.connect(update_state)
current_state = default_state
current_state.enter_state()
if weapons[equipped_weapon] != null: if weapons[equipped_weapon] != null:
weapons[equipped_weapon].set_raycast_origin(camera) weapons[equipped_weapon].set_raycast_origin(camera)
sprite.texture.atlas = hero_class.texture sprite.texture.atlas = hero_class.texture
check_left_hand_valid()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func update_state(new_state: HeroState) -> void:
current_state.exit_state()
current_state = new_state
current_state.enter_state()
func enter_fighting_state() -> void:
pre_fighting_state = current_state
update_state(fighting_state)
func exit_fighting_state() -> void:
update_state(pre_fighting_state)
func add_selection(card: Card) -> void:
if !unique_cards.has(card):
unique_cards.append(card)
var box: CardSelectionBox = card_select_scene.instantiate()
box.set_card(card)
box.set_key(unique_cards.size() - 1)
selection_boxes.append(box)
$HUD/selection_boxes.add_child(box)
func check_removal() -> void:
var index: int = -1
for card: Card in unique_cards:
if !hand.contents.has(card):
index = unique_cards.find(card)
if index >= 0:
unique_cards.remove_at(index)
selection_boxes[index].queue_free()
selection_boxes.remove_at(index)
if selection_boxes.size() > 0:
for i: int in selection_boxes.size():
var card: Card = unique_cards[i]
selection_boxes[i].set_card(card)
selection_boxes[i].set_key(i)
if hand_selected_index == index:
decrement_selected()
update_selected_box()
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority() or paused: if !is_multiplayer_authority() or paused:
return return
#if movement.input_vector == Vector2.ZERO:
#right_hand_animator.speed_scale = 0
#elif movement.sprinting:
#right_hand_animator.speed_scale = 1
#else:
#right_hand_animator.speed_scale = 0.6
func _process(delta: float) -> void: func _process(delta: float) -> void:
@@ -124,7 +164,23 @@ func _process(delta: float) -> void:
if movement.zoom_factor > 1.0: if movement.zoom_factor > 1.0:
movement.zoom_factor = 1.0 movement.zoom_factor = 1.0
if editing_mode: current_state.process_state(delta)
if movement.sprinting:
movement.zoom_factor -= sprint_zoom_speed * delta
if movement.zoom_factor <= 1.0 - movement.sprint_zoom_factor:
movement.zoom_factor = 1.0 - movement.sprint_zoom_factor
camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
if Input.is_action_just_pressed("View Map"):
hud.maximise_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_released("View Map"):
hud.minimize_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func check_world_button() -> void:
if interaction_raycast.is_colliding() and interaction_raycast.get_collider() is InteractButton: if interaction_raycast.is_colliding() and interaction_raycast.get_collider() is InteractButton:
hud.set_hover_text(interaction_raycast.get_collider().hover_text) hud.set_hover_text(interaction_raycast.get_collider().hover_text)
if !hovering_item or hovering_item != interaction_raycast.get_collider(): if !hovering_item or hovering_item != interaction_raycast.get_collider():
@@ -139,107 +195,11 @@ func _process(delta: float) -> void:
hovering_item = null hovering_item = null
if Input.is_action_just_pressed("Interact"): if Input.is_action_just_pressed("Interact"):
edit_tool.interact()
if interaction_raycast.get_collider() is InteractButton: if interaction_raycast.get_collider() is InteractButton:
var button: InteractButton = interaction_raycast.get_collider() as InteractButton var button: InteractButton = interaction_raycast.get_collider() as InteractButton
button.press(self) button.press(self)
if interaction_raycast.get_collider() is ItemCard: if interaction_raycast.get_collider() is ItemCard:
add_card(interaction_raycast.get_collider().pick_up()) add_card(interaction_raycast.get_collider().pick_up())
if building_mode:
if Input.is_action_just_pressed("Primary Fire"):
edit_tool.interact_key_held = true
if Input.is_action_just_released("Primary Fire"):
edit_tool.interact_key_held = false
if Input.is_action_just_pressed("Swap Weapons"):
edit_tool.interact_key_held = false
building_mode = false
$FirstPersonViewport/Head2/LeftHand.visible = true
$HUD/selection_boxes.visible = true
$HUD/PlaceIcon.visible = true
$HUD/SwapIcon.visible = true
else:
if Input.is_action_just_pressed("Primary Fire"):
equip_weapon(0)
if Input.is_action_just_pressed("Secondary Fire"):
equip_weapon(1)
if Input.is_action_just_pressed("Select Next Card") and hand.size > 1:
increment_selected()
swap_card_audio.play()
if Input.is_action_just_pressed("Select Previous Card") and hand.size > 1:
decrement_selected()
swap_card_audio.play()
if Input.is_action_just_pressed("Select 1st Card"):
if unique_cards.size() >= 1:
hand_selected_index = 0
swap_card_audio.play()
update_selected_box()
if Input.is_action_just_pressed("Select 2nd Card"):
if unique_cards.size() >= 2:
hand_selected_index = 1
swap_card_audio.play()
update_selected_box()
if Input.is_action_just_pressed("Select 3rd Card"):
if unique_cards.size() >= 3:
hand_selected_index = 2
swap_card_audio.play()
update_selected_box()
if Input.is_action_just_pressed("Select 4th Card"):
if unique_cards.size() >= 4:
hand_selected_index = 3
swap_card_audio.play()
update_selected_box()
if Input.is_action_just_pressed("Select 5th Card"):
if unique_cards.size() >= 5:
hand_selected_index = 4
swap_card_audio.play()
update_selected_box()
if Input.is_action_just_pressed("Swap Weapons"):
building_mode = true
$FirstPersonViewport/Head2/LeftHand.visible = false
$HUD/selection_boxes.visible = false
$HUD/PlaceIcon.visible = false
$HUD/SwapIcon.visible = false
if weapons[equipped_weapon] != null:
weapons[equipped_weapon].release_trigger()
weapons[equipped_weapon].release_second_trigger()
else:
if weapons[equipped_weapon] and weapons_active:
if Input.is_action_just_pressed("Primary Fire"):
weapons[equipped_weapon].hold_trigger()
if Input.is_action_just_released("Primary Fire"):
weapons[equipped_weapon].release_trigger()
if Input.is_action_pressed("Secondary Fire"):
weapons[equipped_weapon].hold_second_trigger()
if Input.is_action_just_released("Secondary Fire"):
weapons[equipped_weapon].release_second_trigger()
if Input.is_action_pressed("Primary Fire"):
movement.can_sprint = false
if Input.is_action_pressed("Secondary Fire"):
movement.can_sprint = false
if Input.is_action_just_pressed("Equip Primary Weapon"):
if equipped_weapon == 1 and weapons[0]:
swap_weapons()
if Input.is_action_just_pressed("Equip Secondary Weapon"):
if equipped_weapon == 0 and weapons[1]:
swap_weapons()
if Input.is_action_just_pressed("Swap Weapons"):
if weapons[0] and weapons[1]:
swap_weapons()
if movement.sprinting:
movement.zoom_factor -= sprint_zoom_speed * delta
if movement.zoom_factor <= 1.0 - movement.sprint_zoom_factor:
movement.zoom_factor = 1.0 - movement.sprint_zoom_factor
camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
if Input.is_action_just_pressed("View Map"):
hud.maximise_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_released("View Map"):
hud.minimize_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
check_left_hand_valid()
func increment_selected() -> void: func increment_selected() -> void:
@@ -259,14 +219,20 @@ func decrement_selected() -> void:
update_selected_box() update_selected_box()
func set_card_elements_visibility(value: bool) -> void:
$FirstPersonViewport/Head2/LeftHand.visible = value
$HUD/selection_boxes.visible = value
$HUD/PlaceIcon.visible = value
$HUD/SwapIcon.visible = value
if cards[0]:
$HUD/PlaceIcon.visible = false
if cards[1]:
$HUD/SwapIcon.visible = false
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if !is_multiplayer_authority() or paused: if !is_multiplayer_authority() or paused:
return return
if editing_mode and event.is_action_pressed("Ready"):
if ready_state:
unready_self()
else:
ready_self()
if event.is_action_pressed("Pause"): if event.is_action_pressed("Pause"):
var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu
pause() pause()
@@ -297,9 +263,10 @@ func unready_self() -> void:
func add_card(new_card: Card) -> void: func add_card(new_card: Card) -> void:
hand.append(new_card) hand.add(new_card)
hud.pickup(new_card) hud.pickup(new_card)
place_card_audio.play() place_card_audio.play()
add_selection(new_card)
func unpause() -> void: func unpause() -> void:
@@ -314,78 +281,6 @@ func pause() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func enter_editing_mode(value: int) -> void:
gauntlet_sprite.visible = true
weapons_active = false
hud.set_wave_count(value + 1)
hud.set_energy_visible(false)
hud.grow_wave_start_label()
$HUD/selection_boxes.visible = true
$HUD/EnergyLabel.visible = true
$HUD/weapon_duration.visible = true
$HUD/weapon_duration2.visible = true
editing_mode = true
edit_tool.enabled = true
left_hand.visible = true
if weapons[equipped_weapon]:
weapons[equipped_weapon].release_trigger()
weapons[equipped_weapon].visible = false
func exit_editing_mode(value: int) -> void:
gauntlet_sprite.visible = false
$HUD/selection_boxes.visible = false
$HUD/EnergyLabel.visible = false
$HUD/weapon_duration.visible = false
$HUD/weapon_duration2.visible = false
weapons_active = false
hud.set_wave_count(value)
var offhand_weapon: Weapon = weapons[0] if equipped_weapon == 1 else weapons[1]
if offhand_weapon:
offhand_weapon.current_energy = offhand_weapon.max_energy
if (!weapons[equipped_weapon] and offhand_weapon) or (weapons[0] and equipped_weapon == 1):
swap_weapons()
if weapons[equipped_weapon]:
hud.set_energy_visible(true)
weapons[equipped_weapon].current_energy = weapons[equipped_weapon].max_energy
#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
edit_tool.enabled = false
edit_tool.delete_tower_preview()
left_hand.visible = false
hud.unset_hover_text()
editing_mode = false
weapon_swap_timer.start()
func check_left_hand_valid() -> void:
if !editing_mode:
return
if hand.size == 0:
left_hand_sprite.visible = false
else:
left_hand_sprite.visible = true
update_selected_box()
func check_removal() -> void:
var index: int = -1
for card: Card in unique_cards:
if !hand.contents.has(card):
index = unique_cards.find(card)
if index >= 0:
unique_cards.remove_at(index)
selection_boxes[index].queue_free()
selection_boxes.remove_at(index)
for i: int in selection_boxes.size():
var card: Card = unique_cards[i]
selection_boxes[i].set_card(card)
selection_boxes[i].set_key(i)
if hand_selected_index == index:
decrement_selected()
update_selected_box()
func iterate_duration() -> void: func iterate_duration() -> void:
for slot: int in weapons.size(): for slot: int in weapons.size():
if weapons[slot] == null: if weapons[slot] == null:
@@ -400,7 +295,8 @@ func iterate_duration() -> void:
func draw_to_hand_size() -> void: func draw_to_hand_size() -> void:
while hand.size < hand.max_size: var hand_size: int = 5
while hand.size < hand_size:
if draw_pile.size == 0 and discard_pile.size == 0: if draw_pile.size == 0 and discard_pile.size == 0:
return return
if draw_pile.size > 0: if draw_pile.size > 0:
@@ -444,6 +340,8 @@ func update_selected_box() -> void:
func equip_weapon(slot: int = 0) -> void: func equip_weapon(slot: int = 0) -> void:
if hand.size == 0:
return
var energy_cost: int = int(hand.item_at(hand_selected_index).rarity) + 1 var energy_cost: int = int(hand.item_at(hand_selected_index).rarity) + 1
energy_cost *= 2 energy_cost *= 2
if energy < energy_cost: if energy < energy_cost:
@@ -481,7 +379,6 @@ func equip_weapon(slot: int = 0) -> void:
weapons[slot].visible = false weapons[slot].visible = false
right_hand.add_child(weapons[slot]) right_hand.add_child(weapons[slot])
check_removal() check_removal()
check_left_hand_valid()
if slot == 0: if slot == 0:
weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy) weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy) weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
@@ -489,7 +386,7 @@ func equip_weapon(slot: int = 0) -> void:
if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS: if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
hud.new_energy_bar.enable_progress_bar() hud.new_energy_bar.enable_progress_bar()
if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE: if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
hud.new_energy_bar.create_discrete_icons(weapons[slot].max_energy) hud.new_energy_bar.create_discrete_icons(int(weapons[slot].max_energy))
else: else:
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_secondary_energy) weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_secondary_energy)
hud.new_energy_bar.secondary_max_energy = weapons[slot].max_energy hud.new_energy_bar.secondary_max_energy = weapons[slot].max_energy
@@ -513,12 +410,12 @@ func show_weapon(slot: int = 0) -> void:
weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_secondary_energy) weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_secondary_energy)
weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy) weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy) weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
hud.set_weapon_energy(weapons[slot].current_energy, weapons[slot].stats.energy_type) hud.set_weapon_energy(int(weapons[slot].current_energy), weapons[slot].stats.energy_type)
hud.new_energy_bar.max_energy = weapons[slot].max_energy hud.new_energy_bar.max_energy = weapons[slot].max_energy
if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS: if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
hud.new_energy_bar.enable_progress_bar() hud.new_energy_bar.enable_progress_bar()
if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE: if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
hud.new_energy_bar.create_discrete_icons(weapons[slot].max_energy) hud.new_energy_bar.create_discrete_icons(int(weapons[slot].max_energy))
hud.new_energy_bar.use_energy(weapons[slot].max_energy - weapons[slot].current_energy, weapons[slot].stats.energy_type) hud.new_energy_bar.use_energy(weapons[slot].max_energy - weapons[slot].current_energy, weapons[slot].stats.energy_type)
var offhand: int = 0 if equipped_weapon == 1 else 1 var offhand: int = 0 if equipped_weapon == 1 else 1
if !weapons[offhand]: if !weapons[offhand]:
@@ -530,7 +427,6 @@ func swap_weapons() -> void:
return return
weapons_active = false weapons_active = false
swap_off_audio.play() swap_off_audio.play()
hud.audio_guard = true
if weapons[equipped_weapon]: if weapons[equipped_weapon]:
stow_weapon(equipped_weapon) stow_weapon(equipped_weapon)
equipped_weapon = 0 if equipped_weapon == 1 else 1 equipped_weapon = 0 if equipped_weapon == 1 else 1
@@ -558,7 +454,6 @@ func unequip_weapon(slot: int = 0) -> void:
weapons[slot] = null weapons[slot] = null
cards[slot] = null cards[slot] = null
place_card_audio.play() place_card_audio.play()
check_left_hand_valid()
#MULTIPLAYER NETWORKED FUNCTIONS #MULTIPLAYER NETWORKED FUNCTIONS

View File

@@ -1,9 +1,8 @@
[gd_scene load_steps=62 format=3 uid="uid://dxgxbtf68lcv5"] [gd_scene load_steps=64 format=3 uid="uid://dxgxbtf68lcv5"]
[ext_resource type="Script" uid="uid://1fqpoegbdm6n" path="res://PCs/hero.gd" id="1_pihpe"] [ext_resource type="Script" uid="uid://1fqpoegbdm6n" path="res://PCs/hero.gd" id="1_pihpe"]
[ext_resource type="Resource" uid="uid://b5pc3frhx467q" path="res://Classes/Engineer/class.tres" id="2_dbyo0"] [ext_resource type="Resource" uid="uid://b5pc3frhx467q" path="res://Classes/Engineer/class.tres" id="2_dbyo0"]
[ext_resource type="PackedScene" uid="uid://ri8r03wqy80t" path="res://Scenes/8_direction_sprite.tscn" id="2_ib0t5"] [ext_resource type="PackedScene" uid="uid://ri8r03wqy80t" path="res://Scenes/8_direction_sprite.tscn" id="2_ib0t5"]
[ext_resource type="Texture2D" uid="uid://dkbkam81k355s" path="res://Assets/TextureAtlases/gauntlet.tres" id="3_5myy0"]
[ext_resource type="PackedScene" uid="uid://buvgdem68wtev" path="res://Scenes/Menus/PauseMenu/pause_menu.tscn" id="3_avnsx"] [ext_resource type="PackedScene" uid="uid://buvgdem68wtev" path="res://Scenes/Menus/PauseMenu/pause_menu.tscn" id="3_avnsx"]
[ext_resource type="PackedScene" uid="uid://n8ab1cy7ordc" path="res://card_model/3d_card.tscn" id="4_2mqvj"] [ext_resource type="PackedScene" uid="uid://n8ab1cy7ordc" path="res://card_model/3d_card.tscn" id="4_2mqvj"]
[ext_resource type="Script" uid="uid://cij76at0nbs1v" path="res://PCs/view_movement.gd" id="4_mhexa"] [ext_resource type="Script" uid="uid://cij76at0nbs1v" path="res://PCs/view_movement.gd" id="4_mhexa"]
@@ -13,6 +12,7 @@
[ext_resource type="Script" uid="uid://do24iuot0j7d7" path="res://Scripts/inventory.gd" id="6_cf5ap"] [ext_resource type="Script" uid="uid://do24iuot0j7d7" path="res://Scripts/inventory.gd" id="6_cf5ap"]
[ext_resource type="Texture2D" uid="uid://cjqxkraykhxxk" path="res://Classes/Engineer/red.png" id="6_yyp8i"] [ext_resource type="Texture2D" uid="uid://cjqxkraykhxxk" path="res://Classes/Engineer/red.png" id="6_yyp8i"]
[ext_resource type="Script" uid="uid://3wvxl8jo4uis" path="res://PCs/weapon_movement.gd" id="7_14ugt"] [ext_resource type="Script" uid="uid://3wvxl8jo4uis" path="res://PCs/weapon_movement.gd" id="7_14ugt"]
[ext_resource type="PackedScene" uid="uid://bj2q72ch8nkek" path="res://card_placing_tool.tscn" id="8_7d213"]
[ext_resource type="Script" uid="uid://b6kjrl7ae1mi0" path="res://PCs/hud.gd" id="8_yl6ka"] [ext_resource type="Script" uid="uid://b6kjrl7ae1mi0" path="res://PCs/hud.gd" id="8_yl6ka"]
[ext_resource type="Script" uid="uid://hy51bq7x0fy8" path="res://Scripts/on_top_camera.gd" id="11_4sdwe"] [ext_resource type="Script" uid="uid://hy51bq7x0fy8" path="res://Scripts/on_top_camera.gd" id="11_4sdwe"]
[ext_resource type="PackedScene" uid="uid://ckl5tw5rmewhp" path="res://left_hand/card_hand_model.glb" id="11_h82f6"] [ext_resource type="PackedScene" uid="uid://ckl5tw5rmewhp" path="res://left_hand/card_hand_model.glb" id="11_h82f6"]
@@ -47,14 +47,14 @@
[ext_resource type="AudioStream" uid="uid://datdq1i45080i" path="res://Audio/open_002.wav" id="37_sa2xu"] [ext_resource type="AudioStream" uid="uid://datdq1i45080i" path="res://Audio/open_002.wav" id="37_sa2xu"]
[ext_resource type="AudioStream" uid="uid://dd1w61ri7ui4i" path="res://Audio/phaserDown3.ogg" id="40_pnv0q"] [ext_resource type="AudioStream" uid="uid://dd1w61ri7ui4i" path="res://Audio/phaserDown3.ogg" id="40_pnv0q"]
[ext_resource type="AudioStream" uid="uid://bll3n3pr8s4yy" path="res://Audio/phaserUp3.ogg" id="41_hussy"] [ext_resource type="AudioStream" uid="uid://bll3n3pr8s4yy" path="res://Audio/phaserUp3.ogg" id="41_hussy"]
[ext_resource type="Script" uid="uid://b5h7jfwkyokes" path="res://PCs/FSM/building_state.gd" id="47_d8pnf"]
[ext_resource type="Script" uid="uid://cjdv1onyfej0m" path="res://PCs/FSM/carding_state.gd" id="48_7d213"]
[ext_resource type="Script" uid="uid://cf7m4yyiqhhru" path="res://PCs/FSM/fighting_state.gd" id="49_60hic"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jbu13"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jbu13"]
radius = 0.3 radius = 0.3
height = 1.8 height = 1.8
[sub_resource type="ViewportTexture" id="ViewportTexture_8f12g"]
viewport_path = NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport")
[sub_resource type="ViewportTexture" id="ViewportTexture_v8f6r"] [sub_resource type="ViewportTexture" id="ViewportTexture_v8f6r"]
viewport_path = NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport2") viewport_path = NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport2")
@@ -113,18 +113,17 @@ stream_0/stream = ExtResource("36_lsvj8")
streams_count = 1 streams_count = 1
stream_0/stream = ExtResource("37_kv1mg") stream_0/stream = ExtResource("37_kv1mg")
[node name="Hero" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand_sprite", "left_hand", "right_hand", "edit_tool", "gauntlet_sprite", "sprite", "interaction_raycast", "draw_pile", "hand", "discard_pile", "gauntlet_cards", "hud", "movement", "player_name_tag", "weapon_swap_timer", "ears", "place_card_audio", "swap_card_audio", "ready_audio", "unready_audio", "fullpower_audio", "zeropower_audio", "swap_off_audio", "swap_on_audio")] [node name="Hero" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand", "right_hand", "edit_tool", "carding_tool", "sprite", "interaction_raycast", "draw_pile", "hand", "discard_pile", "gauntlet_cards", "hud", "movement", "player_name_tag", "weapon_swap_timer", "editing_states", "fighting_state", "default_state", "ears", "place_card_audio", "swap_card_audio", "ready_audio", "unready_audio", "fullpower_audio", "zeropower_audio", "swap_off_audio", "swap_on_audio")]
collision_layer = 2 collision_layer = 2
collision_mask = 37 collision_mask = 37
script = ExtResource("1_pihpe") script = ExtResource("1_pihpe")
hero_class = ExtResource("2_dbyo0") hero_class = ExtResource("2_dbyo0")
camera = NodePath("ViewMovement/Head") camera = NodePath("ViewMovement/Head")
gun_camera = NodePath("FirstPersonViewport/Head2") gun_camera = NodePath("FirstPersonViewport/Head2")
left_hand_sprite = NodePath("FirstPersonViewport/Head2/LeftHand/Sprite3D")
left_hand = NodePath("FirstPersonViewport/Head2/LeftHand") left_hand = NodePath("FirstPersonViewport/Head2/LeftHand")
right_hand = NodePath("FirstPersonViewport/Head2/RightHand") right_hand = NodePath("FirstPersonViewport/Head2/RightHand")
edit_tool = NodePath("ViewMovement/Head/EditTool") edit_tool = NodePath("ViewMovement/Head/EditTool")
gauntlet_sprite = NodePath("FirstPersonViewport/Head2/RightHand/Gauntlet") carding_tool = NodePath("ViewMovement/Head/CardPlacingTool")
sprite = NodePath("EightDirectionSprite") sprite = NodePath("EightDirectionSprite")
interaction_raycast = NodePath("ViewMovement/Head/RayCast3D") interaction_raycast = NodePath("ViewMovement/Head/RayCast3D")
draw_pile = NodePath("DrawPile") draw_pile = NodePath("DrawPile")
@@ -138,6 +137,9 @@ player_name_tag = NodePath("NametagViewport/Label")
weapon_swap_timer = NodePath("WeaponSwapTimer") weapon_swap_timer = NodePath("WeaponSwapTimer")
card3d_scene = ExtResource("4_2mqvj") card3d_scene = ExtResource("4_2mqvj")
card_select_scene = ExtResource("5_h82f6") card_select_scene = ExtResource("5_h82f6")
editing_states = [NodePath("BuildingState"), NodePath("CardingState")]
fighting_state = NodePath("FightingState")
default_state = NodePath("BuildingState")
ears = NodePath("AudioListener3D") ears = NodePath("AudioListener3D")
place_card_audio = NodePath("PlaceCardAudio") place_card_audio = NodePath("PlaceCardAudio")
swap_card_audio = NodePath("SwapCardAudio") swap_card_audio = NodePath("SwapCardAudio")
@@ -162,7 +164,7 @@ player = NodePath("..")
camera = NodePath("Head") camera = NodePath("Head")
focus_raycast = NodePath("Head/RayCast3D") focus_raycast = NodePath("Head/RayCast3D")
enable_strafe_tilt = true enable_strafe_tilt = true
tilt_amount_x = 0.7 tilt_amount_x = 0.8
[node name="Head" type="Camera3D" parent="ViewMovement"] [node name="Head" type="Camera3D" parent="ViewMovement"]
keep_aspect = 0 keep_aspect = 0
@@ -176,6 +178,9 @@ hero = NodePath("../../..")
target_position = Vector3(0, 0, -2) target_position = Vector3(0, 0, -2)
collision_mask = 24 collision_mask = 24
[node name="CardPlacingTool" parent="ViewMovement/Head" node_paths=PackedStringArray("hero") instance=ExtResource("8_7d213")]
hero = NodePath("../../..")
[node name="RayCast3D" type="RayCast3D" parent="ViewMovement"] [node name="RayCast3D" type="RayCast3D" parent="ViewMovement"]
target_position = Vector3(0, 0, -100) target_position = Vector3(0, 0, -100)
collision_mask = 65535 collision_mask = 65535
@@ -200,12 +205,6 @@ tilt_amount_x = 12.0
tilt_amount_y = 3.0 tilt_amount_y = 3.0
weapon_rotation_amount = 0.001 weapon_rotation_amount = 0.001
[node name="Gauntlet" type="Sprite3D" parent="FirstPersonViewport/Head2/RightHand"]
visible = false
layers = 2
texture_filter = 0
texture = ExtResource("3_5myy0")
[node name="LeftHand" type="Node3D" parent="FirstPersonViewport/Head2"] [node name="LeftHand" type="Node3D" parent="FirstPersonViewport/Head2"]
transform = Transform3D(0.235, 0, 0, 0, 0.235, 0, 0, 0, 0.235, -0.645, -0.26, -1.04) transform = Transform3D(0.235, 0, 0, 0, 0.235, 0, 0, 0, 0.235, -0.645, -0.26, -1.04)
visible = false visible = false
@@ -224,21 +223,15 @@ render_target_update_mode = 4
[node name="Node2D" parent="FirstPersonViewport/Head2/LeftHand/SubViewport3" instance=ExtResource("4_mwtvp")] [node name="Node2D" parent="FirstPersonViewport/Head2/LeftHand/SubViewport3" instance=ExtResource("4_mwtvp")]
visible = false visible = false
[node name="Sprite3D" type="Sprite3D" parent="FirstPersonViewport/Head2/LeftHand"]
transform = Transform3D(0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 1.56, -0.245, 0)
layers = 2
texture_filter = 0
texture = SubResource("ViewportTexture_8f12g")
[node name="Sprite3D2" type="Sprite3D" parent="FirstPersonViewport/Head2/LeftHand"] [node name="Sprite3D2" type="Sprite3D" parent="FirstPersonViewport/Head2/LeftHand"]
transform = Transform3D(0.35, 0, 0, 0, 0.35, 0, 0, 0, 0.35, 4.74969, -0.0599999, 0.0158834) transform = Transform3D(0.35, 0, 0, 0, 0.35, 0, 0, 0, 0.35, 4.72, -0.145, 1.581)
layers = 2 layers = 2
sorting_offset = 1.0 sorting_offset = 1.0
texture_filter = 0 texture_filter = 0
texture = SubResource("ViewportTexture_v8f6r") texture = SubResource("ViewportTexture_v8f6r")
[node name="Sprite3D3" type="Sprite3D" parent="FirstPersonViewport/Head2/LeftHand"] [node name="Sprite3D3" type="Sprite3D" parent="FirstPersonViewport/Head2/LeftHand"]
transform = Transform3D(0.35, 0, 0, 0, 0.35, 0, 0, 0, 0.35, 6.03, -0.0599999, 0.0158834) transform = Transform3D(0.35, 0, 0, 0, 0.35, 0, 0, 0, 0.35, 6.01, -0.145, 1.581)
layers = 2 layers = 2
sorting_offset = 1.0 sorting_offset = 1.0
texture_filter = 0 texture_filter = 0
@@ -816,6 +809,23 @@ bus = &"SFX"
stream = ExtResource("41_hussy") stream = ExtResource("41_hussy")
bus = &"SFX" bus = &"SFX"
[node name="BuildingState" type="Node" parent="." node_paths=PackedStringArray("swap_state", "hero")]
script = ExtResource("47_d8pnf")
swap_state = NodePath("../CardingState")
hero = NodePath("..")
metadata/_custom_type_script = "uid://b5h7jfwkyokes"
[node name="CardingState" type="Node" parent="." node_paths=PackedStringArray("swap_state", "hero")]
script = ExtResource("48_7d213")
swap_state = NodePath("../BuildingState")
hero = NodePath("..")
metadata/_custom_type_script = "uid://cjdv1onyfej0m"
[node name="FightingState" type="Node" parent="." node_paths=PackedStringArray("hero")]
script = ExtResource("49_60hic")
hero = NodePath("..")
metadata/_custom_type_script = "uid://cf7m4yyiqhhru"
[connection signal="timeout" from="WeaponSwapTimer" to="." method="_on_timer_timeout"] [connection signal="timeout" from="WeaponSwapTimer" to="." method="_on_timer_timeout"]
[editable path="FirstPersonViewport/Head2/LeftHand/card_hand_model"] [editable path="FirstPersonViewport/Head2/LeftHand/card_hand_model"]

View File

@@ -29,7 +29,6 @@ extends CanvasLayer
var last_lives_count: int = 120 var last_lives_count: int = 120
var enemy_names: Array[String] var enemy_names: Array[String]
var map_anchor: Node3D var map_anchor: Node3D
var audio_guard: bool = false
var cards: Array[EnemyCardUI] = [] var cards: Array[EnemyCardUI] = []
@@ -162,20 +161,13 @@ func set_energy_amount(value: int) -> void:
func set_crosshair_visible(value: bool) -> void: func set_crosshair_visible(value: bool) -> void:
crosshair.set_visible(value) crosshair.set_visible(value)
#TODO: the fuck is audio_guard for?
@warning_ignore("unused_parameter") @warning_ignore("unused_parameter")
func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void: func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
#weapon_energy_bar.value = value if value == 0:
if player.editing_mode:
audio_guard = true
if value == 0 and !audio_guard:
player.zeropower_audio.play() player.zeropower_audio.play()
audio_guard = true if value == 100:
if value == 100 and !audio_guard:
player.fullpower_audio.play() player.fullpower_audio.play()
audio_guard = true
if value > 0 and value < 100:
audio_guard = false
func maximise_minimap() -> void: func maximise_minimap() -> void:

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@@ -21,7 +21,7 @@ func _process(delta: float) -> void:
if enable_strafe_tilt: if enable_strafe_tilt:
tilt = get_strafe_tilt(player.velocity) tilt = get_strafe_tilt(player.velocity)
if enable_mouse_sway: if enable_mouse_sway:
sway = weapon_sway(delta) sway = weapon_sway()
rotation = lerp(rotation, tilt + sway, 10 * delta) rotation = lerp(rotation, tilt + sway, 10 * delta)
@@ -35,7 +35,7 @@ func get_strafe_tilt(player_velocity: Vector3) -> Vector3:
return tilt_vector return tilt_vector
func weapon_sway(delta: float) -> Vector3: func weapon_sway() -> Vector3:
var vector: Vector3 = Vector3.ZERO var vector: Vector3 = Vector3.ZERO
vector.x = mouse_input.y * weapon_rotation_amount * (-1 if invert_weapon_sway else 1) vector.x = mouse_input.y * weapon_rotation_amount * (-1 if invert_weapon_sway else 1)
vector.y = mouse_input.x * weapon_rotation_amount * (-1 if invert_weapon_sway else 1) vector.y = mouse_input.x * weapon_rotation_amount * (-1 if invert_weapon_sway else 1)

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@@ -34,7 +34,6 @@ func setup_with_basic_text(hero: HeroClass, text: String) -> void:
for tag: TowerLabel in added_tags: for tag: TowerLabel in added_tags:
tag.queue_free() tag.queue_free()
added_tags = [] added_tags = []
var added_labels: Array[Card] = []
var new_label: Label = Label.new() var new_label: Label = Label.new()
new_label.text = text new_label.text = text
tower_label_container.add_child(new_label) tower_label_container.add_child(new_label)

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@@ -48,7 +48,7 @@ func randomize_cards() -> void:
cards[x].set_card(chosen_card) cards[x].set_card(chosen_card)
cards[x].view_tower() cards[x].view_tower()
choice_buttons[x].press_cost = price_dict[chosen_card.rarity] choice_buttons[x].press_cost = price_dict[chosen_card.rarity]
choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name + "?" choice_buttons[x].hover_text = "#Interact# Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name
if chosen_card.faction == Card.Faction.MAGE: if chosen_card.faction == Card.Faction.MAGE:
Data.save_data.saw_mage_card_in_shop() Data.save_data.saw_mage_card_in_shop()
for x: int in 2: for x: int in 2:
@@ -61,7 +61,7 @@ func randomize_cards() -> void:
cards[x+3].set_card(chosen_card) cards[x+3].set_card(chosen_card)
cards[x+3].view_tower() cards[x+3].view_tower()
choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity] choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity]
choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name + "?" choice_buttons[x+3].hover_text = "#Interact# Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name
if chosen_card.faction == Card.Faction.MAGE: if chosen_card.faction == Card.Faction.MAGE:
Data.save_data.saw_mage_card_in_shop() Data.save_data.saw_mage_card_in_shop()
for x: int in 1: for x: int in 1:
@@ -76,7 +76,7 @@ func randomize_cards() -> void:
cards[x+5].set_card(chosen_card) cards[x+5].set_card(chosen_card)
cards[x+5].view_tower() cards[x+5].view_tower()
choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity] choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name + "?" choice_buttons[x+5].hover_text = "#Interact# Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name
if chosen_card.faction == Card.Faction.MAGE: if chosen_card.faction == Card.Faction.MAGE:
Data.save_data.saw_mage_card_in_shop() Data.save_data.saw_mage_card_in_shop()
for x: CollisionShape3D in choice_colliders: for x: CollisionShape3D in choice_colliders:

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@@ -71,7 +71,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.08327, 0.835364, 0.235621)
collision_layer = 16 collision_layer = 16
collision_mask = 0 collision_mask = 0
script = ExtResource("1_x8sts") script = ExtResource("1_x8sts")
hover_text = "[center]#Interact# to [do thing]"
[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractButton"] [node name="CollisionShape3D" type="CollisionShape3D" parent="InteractButton"]
shape = SubResource("BoxShape3D_3r1g8") shape = SubResource("BoxShape3D_3r1g8")
@@ -83,7 +82,6 @@ collision_layer = 16
collision_mask = 0 collision_mask = 0
script = ExtResource("1_x8sts") script = ExtResource("1_x8sts")
button_press_value = 1 button_press_value = 1
hover_text = "[center]#Interact# to [do thing]"
[node name="CollisionShape3D2" type="CollisionShape3D" parent="InteractButton2"] [node name="CollisionShape3D2" type="CollisionShape3D" parent="InteractButton2"]
shape = SubResource("BoxShape3D_3r1g8") shape = SubResource("BoxShape3D_3r1g8")
@@ -95,7 +93,6 @@ collision_layer = 16
collision_mask = 0 collision_mask = 0
script = ExtResource("1_x8sts") script = ExtResource("1_x8sts")
button_press_value = 2 button_press_value = 2
hover_text = "[center]#Interact# to [do thing]"
[node name="CollisionShape3D3" type="CollisionShape3D" parent="InteractButton3"] [node name="CollisionShape3D3" type="CollisionShape3D" parent="InteractButton3"]
shape = SubResource("BoxShape3D_3r1g8") shape = SubResource("BoxShape3D_3r1g8")
@@ -107,7 +104,6 @@ collision_layer = 16
collision_mask = 0 collision_mask = 0
script = ExtResource("1_x8sts") script = ExtResource("1_x8sts")
button_press_value = 5 button_press_value = 5
hover_text = "[center]#Interact# to [do thing]"
[node name="CollisionShape3D4" type="CollisionShape3D" parent="InteractButton4"] [node name="CollisionShape3D4" type="CollisionShape3D" parent="InteractButton4"]
shape = SubResource("BoxShape3D_3r1g8") shape = SubResource("BoxShape3D_3r1g8")
@@ -119,7 +115,6 @@ collision_layer = 16
collision_mask = 0 collision_mask = 0
script = ExtResource("1_x8sts") script = ExtResource("1_x8sts")
button_press_value = 4 button_press_value = 4
hover_text = "[center]#Interact# to [do thing]"
[node name="CollisionShape3D5" type="CollisionShape3D" parent="InteractButton5"] [node name="CollisionShape3D5" type="CollisionShape3D" parent="InteractButton5"]
shape = SubResource("BoxShape3D_3r1g8") shape = SubResource("BoxShape3D_3r1g8")
@@ -131,7 +126,6 @@ collision_layer = 16
collision_mask = 0 collision_mask = 0
script = ExtResource("1_x8sts") script = ExtResource("1_x8sts")
button_press_value = 3 button_press_value = 3
hover_text = "[center]#Interact# to [do thing]"
[node name="CollisionShape3D6" type="CollisionShape3D" parent="InteractButton6"] [node name="CollisionShape3D6" type="CollisionShape3D" parent="InteractButton6"]
shape = SubResource("BoxShape3D_3r1g8") shape = SubResource("BoxShape3D_3r1g8")

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@@ -17,7 +17,7 @@ var tolerance: float = 50.0
var jumping: bool = false var jumping: bool = false
func _process(delta: float) -> void: func _process(_delta: float) -> void:
tolerance = remap(character.health.current_health, character.health.max_health * 0.20, character.health.max_health, 10, 50) tolerance = remap(character.health.current_health, character.health.max_health * 0.20, character.health.max_health, 10, 50)
tolerance = maxf(tolerance, 10) tolerance = maxf(tolerance, 10)

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@@ -20,13 +20,14 @@ var current_energy: float = 100.0
var energy_cost: float = 1.0 var energy_cost: float = 1.0
var recharging: bool = false var recharging: bool = false
var recharge_speed: float = 0.0 var recharge_speed: float = 0.0
var recharge_acceleration: float = 2.0 var recharge_acceleration: float = 3.0
var recharge_max_speed: float = 25.0 var recharge_max_speed: float = 30.0
var duration: int = 0 var duration: int = 0
#var time_since_trigger: float = 0.0 #var time_since_trigger: float = 0.0
func _ready() -> void: func _ready() -> void:
recharge_timer.wait_time = Data.weapon_recharge_delay
time_between_shots = stats.get_attribute("Fire Delay") time_between_shots = stats.get_attribute("Fire Delay")
damage = int(stats.get_attribute("Damage")) damage = int(stats.get_attribute("Damage"))
#energy_cost = stats.get_attribute("Energy") #energy_cost = stats.get_attribute("Energy")

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@@ -17,7 +17,7 @@ func set_card(new_card: Card) -> void:
#print(rarity_colors[card.rarity]) #print(rarity_colors[card.rarity])
func press(callback_player: Hero) -> void: func press(_callback_player: Hero) -> void:
pressed.emit(self) pressed.emit(self)

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@@ -19,6 +19,7 @@ enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2}
enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4} enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4}
enum CardTags {DAMAGE = 0, UTILITY = 1, TARGETS_FLYING = 2} enum CardTags {DAMAGE = 0, UTILITY = 1, TARGETS_FLYING = 2}
static var weapon_recharge_delay: float = 1.5
static var starting_cash: int = 10 static var starting_cash: int = 10
static var wall_cost: int = 1 static var wall_cost: int = 1
static var printer_cost: int = 15 static var printer_cost: int = 15

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@@ -97,7 +97,6 @@ func create_path() -> void:
func update_path() -> void: func update_path() -> void:
if type != Data.EnemyType.LAND: if type != Data.EnemyType.LAND:
return return
path.curve.add_point(global_position + Vector3(0, 0.5, 0))
path.curve = Curve3D.new() path.curve = Curve3D.new()
var node: FlowNode = flow_field.get_closest_traversable_point(global_position) var node: FlowNode = flow_field.get_closest_traversable_point(global_position)
path.curve.add_point(node.global_position + Vector3(0, 0.5, 0)) path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))

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@@ -1,8 +1,8 @@
class_name GameManager class_name GameManager
extends Node extends Node
signal wave_started(wave_number: int) signal wave_started()
signal wave_finished(wave_number: int) signal wave_finished()
signal base_took_damage(remaining_health: int) signal base_took_damage(remaining_health: int)
signal game_setup signal game_setup
signal game_started signal game_started
@@ -92,10 +92,6 @@ func parse_command(text: String, peer_id: int) -> void:
chatbox.append_message("SERVER", Color.TOMATO, "Unable to set wave") chatbox.append_message("SERVER", Color.TOMATO, "Unable to set wave")
elif text.substr(1, 4) == "seed": elif text.substr(1, 4) == "seed":
chatbox.append_message("SERVER", Color.TOMATO, str(NoiseRandom.noise.seed)) chatbox.append_message("SERVER", Color.TOMATO, str(NoiseRandom.noise.seed))
# if text.substr(1, 17) == "show tower ranges":
# pass
# if text.substr(1, 20) = "show gauntlet ranges":
# pass
@rpc("reliable", "call_local") @rpc("reliable", "call_local")
@@ -111,7 +107,6 @@ func spawn_level() -> void:
level = level_scene.instantiate() as Level level = level_scene.instantiate() as Level
level.game_manager = self level.game_manager = self
for x: EnemySpawner in level.enemy_spawns: for x: EnemySpawner in level.enemy_spawns:
#x.path = level.a_star_graph_3d.visualized_path
x.game_manager = self x.game_manager = self
x.enemy_died_callback = enemy_died x.enemy_died_callback = enemy_died
x.enemy_reached_goal_callback = damage_goal x.enemy_reached_goal_callback = damage_goal
@@ -139,8 +134,8 @@ func spawn_players() -> void:
chatbox.closed.connect(player.unpause) chatbox.closed.connect(player.unpause)
player.set_multiplayer_authority(peer_id) player.set_multiplayer_authority(peer_id)
connected_players_nodes[peer_id] = player connected_players_nodes[peer_id] = player
wave_started.connect(player.exit_editing_mode) wave_started.connect(player.enter_fighting_state)
wave_finished.connect(player.enter_editing_mode) wave_finished.connect(player.exit_fighting_state)
base_took_damage.connect(player.hud.set_lives_count) base_took_damage.connect(player.hud.set_lives_count)
add_child(player) add_child(player)
p_i += 1 p_i += 1
@@ -158,7 +153,6 @@ func ready_player(player_ready_true: bool) -> void:
ready_players += 1 ready_players += 1
if ready_players == connected_players_nodes.size(): if ready_players == connected_players_nodes.size():
spawn_enemy_wave() spawn_enemy_wave()
#chatbox.append_message("SERVER", Color.TOMATO, "Wave Started!")
else: else:
chatbox.append_message("SERVER", Color.TOMATO, str(ready_players) + "/" + str(connected_players_nodes.size()) + " Players ready") chatbox.append_message("SERVER", Color.TOMATO, str(ready_players) + "/" + str(connected_players_nodes.size()) + " Players ready")
@@ -167,16 +161,13 @@ func spawn_enemy_wave() -> void:
level.shop.close() level.shop.close()
wave += 1 wave += 1
level.disable_all_tower_frames() level.disable_all_tower_frames()
#level.a_star_graph_3d.find_path()
#level.a_star_graph_3d.disable_all_tower_frames()
level.flow_field.calculate() level.flow_field.calculate()
for spawn: EnemySpawner in level.enemy_spawns: for spawn: EnemySpawner in level.enemy_spawns:
#spawn.path.disable_visualization()
spawn.visible = false spawn.visible = false
spawn.spawn_wave() spawn.spawn_wave()
for tower_base: TowerBase in level.walls.values(): for tower_base: TowerBase in level.walls.values():
tower_base.disable_duration_sprites() tower_base.disable_duration_sprites()
wave_started.emit(wave) wave_started.emit()
func set_upcoming_wave() -> void: func set_upcoming_wave() -> void:
@@ -188,10 +179,10 @@ func set_upcoming_wave() -> void:
#networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70.0)) #networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70.0))
func temp_set_upcoming_wave(wave: Wave, coins: int) -> void: func temp_set_upcoming_wave(new_wave: Wave, coins: int) -> void:
pot = coins pot = coins
connected_players_nodes[multiplayer.get_unique_id()].hud.show_wave_generation_anim(wave) connected_players_nodes[multiplayer.get_unique_id()].hud.show_wave_generation_anim(new_wave)
connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(wave.to_dict()) connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(new_wave.to_dict())
#TODO: You'll probably have to write a to_dict function for the new wave system #TODO: You'll probably have to write a to_dict function for the new wave system
#before any of this shit works in multiplayer #before any of this shit works in multiplayer
@@ -247,6 +238,7 @@ func damage_goal(enemy: Enemy, penalty: int) -> void:
func end_wave() -> void: func end_wave() -> void:
for peer_id: int in connected_players_nodes: for peer_id: int in connected_players_nodes:
var player: Hero = connected_players_nodes[peer_id] as Hero var player: Hero = connected_players_nodes[peer_id] as Hero
player.hud.set_wave_count(wave)
player.currency += ceili(pot / connected_players_nodes.size()) player.currency += ceili(pot / connected_players_nodes.size())
player.energy = 12 player.energy = 12
player.iterate_duration() player.iterate_duration()
@@ -258,15 +250,13 @@ func end_wave() -> void:
if tower_base.has_card: if tower_base.has_card:
tower_base.enable_duration_sprites() tower_base.enable_duration_sprites()
tower_base.iterate_duration() tower_base.iterate_duration()
#level.a_star_graph_3d.enable_non_path_tower_frames()
level.enable_non_path_tower_frames()
if is_multiplayer_authority(): if is_multiplayer_authority():
if NoiseRandom.randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance: if NoiseRandom.randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
networked_spawn_shop.rpc() networked_spawn_shop.rpc()
shop_chance = 0.0 shop_chance = 0.0
else: else:
shop_chance += 0.09 shop_chance += 0.09
wave_finished.emit(wave) wave_finished.emit()
set_upcoming_wave() set_upcoming_wave()
@@ -326,18 +316,12 @@ func start() -> void:
set_upcoming_wave() set_upcoming_wave()
level.flow_field.calculate() level.flow_field.calculate()
level.enemy_spawns[0].update_path() level.enemy_spawns[0].update_path()
#level.a_star_graph_3d.make_grid()
level.generate_obstacles() level.generate_obstacles()
level.enable_non_path_tower_frames()
#level.a_star_graph_3d.disable_all_tower_frames()
#level.a_star_graph_3d.enable_non_path_tower_frames()
#level.a_star_graph_3d.find_path()
#Start game #Start game
game_active = true game_active = true
chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(NoiseRandom.noise.seed)) chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(NoiseRandom.noise.seed))
game_started.emit() game_started.emit()
#print("started game with seed: " + str(gamemode.rng_seed))
func end(outcome: bool) -> void: func end(outcome: bool) -> void:
@@ -374,14 +358,11 @@ func scene_switch_main_menu() -> void:
multiplayer.multiplayer_peer.close() multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null multiplayer.multiplayer_peer = null
switch_to_main_menu.emit() switch_to_main_menu.emit()
#get_tree().change_scene_to_file(main_menu_scene_path)
func scene_switch_to_multiplayer_lobby() -> void: func scene_switch_to_multiplayer_lobby() -> void:
switch_to_multi_player.emit() switch_to_multi_player.emit()
#get_tree().change_scene_to_file(multiplayer_lobby_scene_path)
func scene_switch_to_singleplayer_lobby() -> void: func scene_switch_to_singleplayer_lobby() -> void:
switch_to_single_player.emit() switch_to_single_player.emit()
#get_tree().change_scene_to_file(singleplayer_lobby_scene_path)

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@@ -81,9 +81,10 @@ func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
func generate_obstacles() -> void: func generate_obstacles() -> void:
pass
#print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed)) #print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed))
var obstacle_count: int = NoiseRandom.randi_in_range(1, 0, 5) #var obstacle_count: int = NoiseRandom.randi_in_range(1, 0, 5)
obstacle_count = 0 #obstacle_count = 0
# for index: int in obstacle_count: # for index: int in obstacle_count:
# #var x: int = Game.randi_in_range(10 * index, 1 - a_star_graph_3d.grid_size.x, a_star_graph_3d.grid_size.x - 1) # #var x: int = Game.randi_in_range(10 * index, 1 - a_star_graph_3d.grid_size.x, a_star_graph_3d.grid_size.x - 1)
#var y: int = Game.randi_in_range(32 * index, 1 - a_star_graph_3d.grid_size.y, a_star_graph_3d.grid_size.y - 1) #var y: int = Game.randi_in_range(32 * index, 1 - a_star_graph_3d.grid_size.y, a_star_graph_3d.grid_size.y - 1)

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@@ -72,7 +72,8 @@ func connect_to_server() -> void:
func ready_player() -> void: func ready_player() -> void:
var peer_id: int = multiplayer.get_unique_id() pass
#var peer_id: int = multiplayer.get_unique_id()
#networked_ready_player.rpc(peer_id) #networked_ready_player.rpc(peer_id)

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@@ -28,7 +28,7 @@ static func calculate_pot(wave_number: int, number_of_players: int) -> int:
static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave: static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave:
var wave: Wave = Wave.new() var wave: Wave = Wave.new()
var points: int = spawn_power / 10.0 var points: int = int(spawn_power / 10.0)
#print("Generating wave with " + str(points) + " points to spend") #print("Generating wave with " + str(points) + " points to spend")
while points > 0: while points > 0:
var new_card: EnemyCard = EnemyCard.new() var new_card: EnemyCard = EnemyCard.new()
@@ -72,7 +72,7 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
#Now that we know which rarities we could afford, lets just choose a #Now that we know which rarities we could afford, lets just choose a
#random one #random one
var chosen_rarity: int = randi_range(0, highest_rarity) var chosen_rarity: int = randi_range(0, highest_rarity)
new_card.rarity = chosen_rarity new_card.rarity = chosen_rarity as Data.Rarity
#Add that new enemy to the wave and spend the points! #Add that new enemy to the wave and spend the points!
wave.enemy_groups.append(new_card) wave.enemy_groups.append(new_card)

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@@ -6,12 +6,12 @@
[sub_resource type="Resource" id="Resource_bukji"] [sub_resource type="Resource" id="Resource_bukji"]
script = ExtResource("1_qgv2j") script = ExtResource("1_qgv2j")
key = "Fire Delay" key = "Fire Delay"
value = 0.5 value = 0.45
[sub_resource type="Resource" id="Resource_2e75s"] [sub_resource type="Resource" id="Resource_2e75s"]
script = ExtResource("1_qgv2j") script = ExtResource("1_qgv2j")
key = "Damage" key = "Damage"
value = 1.0 value = 2.0
[sub_resource type="Resource" id="Resource_1vpnf"] [sub_resource type="Resource" id="Resource_1vpnf"]
script = ExtResource("1_qgv2j") script = ExtResource("1_qgv2j")

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@@ -30,15 +30,25 @@ func set_card(card: Card) -> void:
func set_key(slot: int) -> void: func set_key(slot: int) -> void:
match(slot): match(slot):
0: 0:
$Label.text = parse_action_tag("#Select 1st Card#") $Label.text = parse_action_tag("#Equip 1#")
1: 1:
$Label.text = parse_action_tag("#Select 2nd Card#") $Label.text = parse_action_tag("#Equip 2#")
2: 2:
$Label.text = parse_action_tag("#Select 3rd Card#") $Label.text = parse_action_tag("#Equip 3#")
3: 3:
$Label.text = parse_action_tag("#Select 4th Card#") $Label.text = parse_action_tag("#Equip 4#")
44: 4:
$Label.text = parse_action_tag("#Select 5th Card#") $Label.text = parse_action_tag("#Equip 5#")
5:
$Label.text = parse_action_tag("#Equip 6#")
6:
$Label.text = parse_action_tag("#Equip 7#")
7:
$Label.text = parse_action_tag("#Equip 8#")
8:
$Label.text = parse_action_tag("#Equip 9#")
9:
$Label.text = parse_action_tag("#Equip 10#")
func parse_action_tag(text: String) -> String: func parse_action_tag(text: String) -> String:

View File

@@ -16,7 +16,7 @@ value = 15.0
[sub_resource type="Resource" id="Resource_7i2dt"] [sub_resource type="Resource" id="Resource_7i2dt"]
script = ExtResource("1_rbqj6") script = ExtResource("1_rbqj6")
key = "Fire Delay" key = "Fire Delay"
value = 0.2 value = 0.14
[sub_resource type="Resource" id="Resource_8cirl"] [sub_resource type="Resource" id="Resource_8cirl"]
script = ExtResource("1_rbqj6") script = ExtResource("1_rbqj6")

View File

@@ -32,7 +32,7 @@ func _process(delta: float) -> void:
targets = target_list targets = target_list
for x: int in target_icons.size(): for x: int in target_icons.size():
if x < targets.size(): if x < targets.size():
target_icons[x].global_position = targets[x].sprite.global_position target_icons[x].global_position = targets[x].d_n.global_position
target_icons[x].set_visible(true) target_icons[x].set_visible(true)
else: else:
target_icons[x].set_visible(false) target_icons[x].set_visible(false)

80
card_placing_tool.gd Normal file
View File

@@ -0,0 +1,80 @@
class_name CardPlacingTool
extends Node3D
@export var hero: Hero
@export var ray: RayCast3D
var enabled: bool = false
var tower_preview: Tower
var tower_preview_card: Card
var last_tower_base: TowerBase
var ray_collider: Object
func reset() -> void:
delete_tower_preview()
func _process(_delta: float) -> void:
if !enabled:
reset()
return
if !ray_collider or hero.hand.size == 0 or ray_collider.has_card:
delete_tower_preview()
if ray.is_colliding() and ray.get_collider() is TowerBase:
ray_collider = ray.get_collider()
if hero.hand.size > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or hero.selected_card != tower_preview_card:
spawn_tower_preview()
else:
ray_collider = null
func interact() -> void:
if ray.is_colliding() and ray.get_collider() is TowerBase:
var tower_base: TowerBase = ray.get_collider() as TowerBase
put_card_in_tower_base(tower_base)
func put_card_in_tower_base(tower_base: TowerBase) -> void:
if hero.hand.size <= 0:
return
var card: Card = hero.selected_card
var energy_cost: int = int(card.rarity) + 1
energy_cost *= 2
if hero.energy < energy_cost:
return
if tower_base.has_card:
tower_base.remove_card()
hero.hand.remove_at(hero.hand.contents.find(card))
hero.check_removal()
#hero.card_sprites[hero.hand_selected_index].queue_free()
#hero.card_sprites.remove_at(hero.hand_selected_index)
#if !hero.hand.contents.has(card):
#hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
hero.discard_pile.add(card)
hero.place_card_audio.play()
hero.energy -= energy_cost
func spawn_tower_preview() -> void:
delete_tower_preview()
var card: Card = hero.selected_card
last_tower_base = ray_collider as TowerBase
tower_preview_card = card
tower_preview = card.turret_scene.instantiate() as Tower
tower_preview.stats = card.tower_stats
tower_preview.position = Vector3.UP
tower_preview.preview_range(true)
last_tower_base.add_child(tower_preview)
func delete_tower_preview() -> void:
last_tower_base = null
if is_instance_valid(tower_preview):
tower_preview.queue_free()
tower_preview = null
tower_preview_card = null

1
card_placing_tool.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://ge2hingujtc8

11
card_placing_tool.tscn Normal file
View File

@@ -0,0 +1,11 @@
[gd_scene load_steps=2 format=3 uid="uid://bj2q72ch8nkek"]
[ext_resource type="Script" uid="uid://ge2hingujtc8" path="res://card_placing_tool.gd" id="1_7yi0i"]
[node name="CardPlacingTool" type="Node3D" node_paths=PackedStringArray("ray")]
script = ExtResource("1_7yi0i")
ray = NodePath("RayCast3D")
[node name="RayCast3D" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -20)
collision_mask = 25

View File

@@ -52,8 +52,7 @@ runnable=true
advanced_options=false advanced_options=false
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="exclude" export_filter="all_resources"
export_files=PackedStringArray("res://Classes/Engineer/class.tres", "res://Classes/Engineer/doe.png", "res://Classes/Engineer/podium.tscn", "res://Classes/Engineer/red.png", "res://Classes/Engineer/red_hand.png", "res://Classes/Mage/blue.png", "res://Classes/Mage/blue_hand.png", "res://Classes/Mage/class.tres", "res://Classes/Mage/podium.tscn", "res://Classes/Mage/yeen.png", "res://Classes/NewHero3/class.tres", "res://Classes/NewHero3/green.png", "res://Classes/NewHero3/green_hand.png", "res://Classes/NewHero3/podium.tscn", "res://Classes/NewHero4/class.tres", "res://Classes/NewHero4/podium.tscn", "res://Cards/ascension.tres", "res://Cards/assault.tres", "res://Cards/blowdart.tres", "res://Cards/bomb_launcher.tres", "res://Cards/fireball.tres", "res://Cards/flamethrower.tres", "res://Cards/gatling.tres", "res://Cards/glue_launcher.tres", "res://Cards/icicle.tres", "res://Cards/overclock_card.tres", "res://Cards/reactor.tres", "res://Cards/refrigerator.tres", "res://Cards/rocket_launcher.tres", "res://Cards/sniper.tres")
include_filter="" include_filter=""
exclude_filter="" exclude_filter=""
export_path="../../tower_defense/Windows/Decked Out Defense.exe" export_path="../../tower_defense/Windows/Decked Out Defense.exe"

View File

@@ -19,6 +19,7 @@ func load_main_menu() -> void:
if game_manager: if game_manager:
game_manager.queue_free() game_manager.queue_free()
game_manager = GameManager.new() game_manager = GameManager.new()
game_manager.name = "GameManager"
add_child(game_manager) add_child(game_manager)
game_manager.switch_to_main_menu.connect(load_main_menu) game_manager.switch_to_main_menu.connect(load_main_menu)
game_manager.switch_to_single_player.connect(load_singleplayer) game_manager.switch_to_single_player.connect(load_singleplayer)

View File

@@ -154,31 +154,56 @@ Pause={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null) "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
] ]
} }
"Select 1st Card"={ "Equip 1"={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
] ]
} }
"Select 2nd Card"={ "Equip 2"={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":50,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":50,"location":0,"echo":false,"script":null)
] ]
} }
"Select 3rd Card"={ "Equip 3"={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":51,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":51,"location":0,"echo":false,"script":null)
] ]
} }
"Select 4th Card"={ "Equip 4"={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":52,"key_label":0,"unicode":52,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":52,"key_label":0,"unicode":52,"location":0,"echo":false,"script":null)
] ]
} }
"Select 5th Card"={ "Equip 5"={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":53,"key_label":0,"unicode":53,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":53,"key_label":0,"unicode":53,"location":0,"echo":false,"script":null)
] ]
} }
"Equip 6"={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":54,"key_label":0,"unicode":54,"location":0,"echo":false,"script":null)
]
}
"Equip 7"={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":55,"key_label":0,"unicode":55,"location":0,"echo":false,"script":null)
]
}
"Equip 8"={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":56,"key_label":0,"unicode":56,"location":0,"echo":false,"script":null)
]
}
"Equip 9"={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":57,"key_label":0,"unicode":57,"location":0,"echo":false,"script":null)
]
}
"Equip 10"={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":48,"key_label":0,"unicode":48,"location":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]