added the basic shop

This commit is contained in:
2023-11-20 21:20:29 +11:00
parent edbb3261c6
commit f631654626
10 changed files with 328 additions and 19 deletions

View File

@ -29,6 +29,7 @@ var UILayer : CanvasLayer
var chatbox : Chatbox
var wave_limit := 20
var starting_cash := 16
var shop_chance := 0.0
func _ready() -> void:
@ -61,6 +62,13 @@ func parse_command(text : String, peer_id : int):
networked_set_endless.rpc(false)
else:
chatbox.append_message("SERVER", Color.TOMATO, "Unable to edit gamemode")
if text.substr(1, 11) == "spawn_print":
level.printer._on_static_body_3d_button_interacted(0)
if text.substr(1, 10) == "spawn_shop":
level.shop.randomize_cards()
if text.substr(1, 7) == "prosper":
for id in connected_players_nodes:
connected_players_nodes[id].currency += 50
# if text.substr(1, 17) == "show tower ranges":
# pass
# if text.substr(1, 20) = "show gauntlet ranges":
@ -111,6 +119,7 @@ func ready_player(_value):
func spawn_enemy_wave():
level.shop.close()
wave += 1
level.a_star_graph_3d.find_path()
level.a_star_graph_3d.visualized_path.disable_visualization()
@ -182,10 +191,22 @@ func end_wave():
connected_players_nodes[peer_id].currency += ceili(pot / connected_players_nodes.size())
connected_players_nodes[peer_id].ready_state = false
level.a_star_graph_3d.visualized_path.enable_visualization()
if is_multiplayer_authority():
if randf() <= shop_chance:
networked_spawn_shop.rpc()
shop_chance = 0.0
else:
shop_chance += 0.05
wave_finished.emit(wave)
set_upcoming_wave()
@rpc("reliable", "call_local")
func networked_spawn_shop():
level.shop.randomize_cards()
chatbox.append_message("SERVER", Color.TOMATO, "A shopkeeper has arrived!")
func remove_player(peer_id):
if connected_players_nodes.has(peer_id):
connected_players_nodes[peer_id].queue_free()

View File

@ -7,3 +7,5 @@ class_name Level
@export var enemy_goals : Array[Node3D] = []
@export var a_star_graph_3d : AStarGraph3D
@export var cinematic_cam : CinematicCamManager
@export var printer : CardPrinter
@export var shop : ShopStand

View File

@ -2,7 +2,8 @@ extends Control
func _on_quit_button_pressed() -> void:
Game.quit_to_desktop()
Game.scene_switch_main_menu()
queue_free()
func _on_restart_button_pressed() -> void:

65
Scripts/shop_stand.gd Normal file
View File

@ -0,0 +1,65 @@
extends Node3D
class_name ShopStand
@export var cards : Array[CardInHand]
@export var choice_colliders : Array[CollisionShape3D]
@export var choice_buttons : Array[InteractButton]
@export var item_card_scene : PackedScene
var price_dict = {
Data.Rarity.UNCOMMON : 30,
Data.Rarity.RARE : 50,
Data.Rarity.EPIC : 75,
Data.Rarity.LEGENDARY : 100,
}
func close():
for x in choice_colliders:
x.disabled = true
$Sprites.set_visible(false)
func randomize_cards():
var cheap_cards = []
var medium_cards = []
var pricey_cards = []
for card in Data.cards:
if card.rarity == Data.Rarity.UNCOMMON or card.rarity == Data.Rarity.RARE:
cheap_cards.append(card)
if card.rarity == Data.Rarity.RARE or card.rarity == Data.Rarity.EPIC:
medium_cards.append(card)
if card.rarity == Data.Rarity.EPIC or card.rarity == Data.Rarity.LEGENDARY:
pricey_cards.append(card)
for x in 3:
var chosen_card = cheap_cards.pick_random()
cards[x].set_card(chosen_card)
cards[x].view_tower()
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.title + "?"
for x in 2:
var chosen_card = medium_cards.pick_random()
cards[x+3].set_card(chosen_card)
cards[x+3].view_tower()
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.title + "?"
for x in 1:
var chosen_card = pricey_cards.pick_random()
cards[x+5].set_card(chosen_card)
cards[x+5].view_tower()
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.title + "?"
$Sprites.set_visible(true)
for x in choice_colliders:
x.disabled = false
func retrieve_card(i):
close()
var card = cards[i].stats
var item = item_card_scene.instantiate() as ItemCard
item.card = card
item.position = Vector3(2.128, 0, 0)
add_child(item)
#button_collider.disabled = false
#button_box.position = Vector3(0,0,0)

View File

@ -2,7 +2,8 @@ extends Control
func _on_quit_button_pressed() -> void:
Game.quit_to_desktop()
Game.scene_switch_main_menu()
queue_free()
func _on_play_button_pressed() -> void: