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5 Commits

Author SHA1 Message Date
3c5c8f1a44 file cleanup before merge 2025-06-24 01:33:15 +10:00
64befd8ec7 make Game.gd not rely on autoload/global 2025-06-24 01:14:50 +10:00
20cde0a778 made visual updates 2025-06-23 16:55:07 +10:00
c6763afd62 fixed some annoying path edit tool bugs 2025-06-23 16:33:34 +10:00
6f4f465e37 pathfinding rework for now 2025-06-13 00:06:51 +10:00
859 changed files with 8150 additions and 3642 deletions

15
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[ext_resource type="Texture2D" uid="uid://d4jd718brpsed" path="res://Classes/Engineer/doe.png" id="8_0o0bw"] [ext_resource type="Texture2D" uid="uid://d4jd718brpsed" path="res://Classes/Engineer/doe.png" id="8_0o0bw"]
@ -17,7 +16,7 @@ script = ExtResource("7_ftkad")
hero_name = "Engineer" hero_name = "Engineer"
texture = ExtResource("8_0o0bw") texture = ExtResource("8_0o0bw")
hand_texture = ExtResource("6_a8dvt") hand_texture = ExtResource("6_a8dvt")
deck = Array[ExtResource("1_t4fvj")]([ExtResource("2_62g46"), ExtResource("2_62g46"), ExtResource("3_eml7q"), ExtResource("4_ovvb2"), ExtResource("5_vqkxt"), ExtResource("7_1qd1v")]) deck = Array[ExtResource("1_t4fvj")]([ExtResource("2_62g46"), ExtResource("2_62g46"), ExtResource("3_eml7q"), ExtResource("4_ovvb2"), ExtResource("5_vqkxt")])
faction = 1 faction = 1
podium = ExtResource("7_nyup7") podium = ExtResource("7_nyup7")
card_item = ExtResource("1_2m5d7") card_item = ExtResource("1_2m5d7")

View File

@ -0,0 +1,31 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://bffhb5krs5elm"]
[ext_resource type="Texture2D" uid="uid://b1lwaxw62yp3p" path="res://Assets/Textures/dead_spike.png" id="1_skyfd"]
[ext_resource type="Texture2D" uid="uid://duywsy7jmh4u" path="res://Assets/Textures/spike.png" id="2_idym2"]
[ext_resource type="PackedScene" uid="uid://cveiaa0y66gln" path="res://Enemies/Crystalisk/crystal_enemy.tscn" id="3_7w5fm"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="4_x2l2n"]
[ext_resource type="Texture2D" uid="uid://sybn6bjbj5fh" path="res://Assets/TextureAtlases/spike.tres" id="5_okcvf"]
[resource]
script = ExtResource("4_x2l2n")
title = "Crystalisk"
target_type = 2
scene = ExtResource("3_7w5fm")
icon = ExtResource("2_idym2")
death_sprite = ExtResource("1_skyfd")
sprite = ExtResource("5_okcvf")
spawn_power = 6
health = 120
penalty = 7
movement_speed = 1.0
spawn_cooldown = 1.0
common_group = 5
common_cost = 2
uncommon_group = 10
uncommon_cost = 3
rare_group = 18
rare_cost = 4
epic_group = 26
epic_cost = 6
legendary_group = 42
legendary_cost = 8

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[gd_scene load_steps=7 format=3 uid="uid://cveiaa0y66gln"]
[ext_resource type="PackedScene" uid="uid://bjo2q6vca5qlv" path="res://Worlds/GreenPlanet/Enemies/air_enemy.tscn" id="1_aormu"]
[ext_resource type="PackedScene" uid="uid://o6whohcbalui" path="res://Enemies/Crystalisk/crystal_enemy.glb" id="2_myjng"]
[ext_resource type="Script" uid="uid://cummt2be3r1gq" path="res://Scripts/hitbox.gd" id="3_myjng"]
[sub_resource type="ViewportTexture" id="ViewportTexture_c5uwa"]
viewport_path = NodePath("SubViewport")
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height = 1.415
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_d7aub"]
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height = 0.56
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remote_path = NodePath("../../../MiniHitbox2")
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remote_path = NodePath("../../../MiniHitbox")
[node name="AnimationPlayer" parent="crystal_enemy" index="3"]
autoplay = "Spin"
speed_scale = 2.0
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shape = SubResource("CapsuleShape3D_d7aub")
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metadata/_custom_type_script = "uid://cummt2be3r1gq"
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script = ExtResource("3_myjng")
critical_zone = true
metadata/_custom_type_script = "uid://cummt2be3r1gq"
[connection signal="took_damage" from="MainHitbox" to="Health" method="take_damage"]
[connection signal="took_damage" from="MiniHitbox" to="Health" method="take_damage"]
[connection signal="took_damage" from="MiniHitbox2" to="Health" method="take_damage"]
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View File

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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://dylmoyx1tasat"]
[ext_resource type="Shader" uid="uid://c5bffujq0l70k" path="res://jitter.gdshader" id="1_4cwdh"]
[ext_resource type="Texture2D" uid="uid://d01y8kogfuayr" path="res://Enemies/Crystalisk/crystal_enemy.png" id="2_l5awy"]
[resource]
render_priority = 0
shader = ExtResource("1_4cwdh")
shader_parameter/affine_mapping = true
shader_parameter/albedo = ExtResource("2_l5awy")
shader_parameter/alpha_scissor = 0.5
shader_parameter/jitter = 0.25
shader_parameter/resolution = Vector2i(320, 240)

View File

@ -1,8 +1,9 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://8eba45hql7bo"] [gd_resource type="Resource" script_class="Enemy" load_steps=7 format=3 uid="uid://8eba45hql7bo"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_ivs7a"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_ivs7a"]
[ext_resource type="Texture2D" uid="uid://cdnhe2mi5c5ln" path="res://Assets/Textures/dead_eye_dog.png" id="1_r8gpy"] [ext_resource type="Texture2D" uid="uid://cdnhe2mi5c5ln" path="res://Assets/Textures/dead_eye_dog.png" id="1_r8gpy"]
[ext_resource type="Texture2D" uid="uid://g00wwrlxxdc5" path="res://Assets/Textures/icon_eye_dog.png" id="2_tyyee"] [ext_resource type="Texture2D" uid="uid://g00wwrlxxdc5" path="res://Assets/Textures/icon_eye_dog.png" id="2_tyyee"]
[ext_resource type="PackedScene" uid="uid://bvq6tbkuv2mfp" path="res://Enemies/EyeDog/eye_dog.tscn" id="3_tyyee"]
[ext_resource type="Texture2D" uid="uid://dj13g1w14mekw" path="res://Assets/Textures/eye_dog.png" id="4_7ypa6"] [ext_resource type="Texture2D" uid="uid://dj13g1w14mekw" path="res://Assets/Textures/eye_dog.png" id="4_7ypa6"]
[sub_resource type="AtlasTexture" id="AtlasTexture_n6kdu"] [sub_resource type="AtlasTexture" id="AtlasTexture_n6kdu"]
@ -15,6 +16,7 @@ resource_local_to_scene = true
script = ExtResource("1_ivs7a") script = ExtResource("1_ivs7a")
title = "dog" title = "dog"
target_type = 1 target_type = 1
scene = ExtResource("3_tyyee")
icon = ExtResource("2_tyyee") icon = ExtResource("2_tyyee")
death_sprite = ExtResource("1_r8gpy") death_sprite = ExtResource("1_r8gpy")
sprite = SubResource("AtlasTexture_n6kdu") sprite = SubResource("AtlasTexture_n6kdu")
@ -23,13 +25,13 @@ health = 180
penalty = 10 penalty = 10
movement_speed = 1.2 movement_speed = 1.2
spawn_cooldown = 1.2 spawn_cooldown = 1.2
common_group = 4 common_group = 8
common_cost = 1 common_cost = 1
uncommon_group = 6 uncommon_group = 12
uncommon_cost = 2 uncommon_cost = 2
rare_group = 8 rare_group = 18
rare_cost = 3 rare_cost = 3
epic_group = 10 epic_group = 26
epic_cost = 4 epic_cost = 5
legendary_group = 12 legendary_group = 34
legendary_cost = 5 legendary_cost = 6

100
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class_name PathEditTool extends Node3D
@export var hero: Hero
@export var inventory: Inventory
@export var ray: RayCast3D
@export var wall_preview: TowerBase
@export var progress_bar: TextureProgressBar
var enabled: bool = true
var level: Level
var point: FlowNode
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 tower_preview: Tower
var ray_collider: Object
var ray_point: Vector3
var last_point: FlowNode
var last_tower_base: TowerBase
var interact_key_held: bool = false
var interacted_once: bool = false
var interact_held_time: float = 0.0
var interact_hold_time: float = 0.4
func _ready() -> void:
var c: Color = Color.GREEN
c.a = 0.8
wall_preview.set_color(c)
wall_preview.set_float(0.0)
wall_preview.toggle_collision()
func _process(delta: float) -> void:
if !enabled:
reset()
return
if interact_key_held:
if !interacted_once:
if valid_point and hero.currency >= Data.wall_cost and ray_collider and point.buildable:
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
wall_preview.set_float(interact_held_time / interact_hold_time)
if interact_held_time >= interact_hold_time:
set_progress_percent(0)
interacted_once = true
build_wall()
elif ray_collider is TowerBase:
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
if interact_held_time >= interact_hold_time:
set_progress_percent(0)
interacted_once = true
refund_wall(ray_collider)
else:
interact_held_time = 0.0
interacted_once = false
set_progress_percent(0)
wall_preview.set_float(0.0)
if !interacted_once and ray.is_colliding():
#if statement makes sure once the building animation has started then
#the position the wall builds in is already decided and moving the mouse
#around isnt going to make the resulting
#wall teleport to the new mouse location
if !interact_key_held:
wall_preview.set_visible(true)
if is_instance_valid(ray_collider) and ray_collider is TowerBase:
level.walls[ray_collider.point].set_float(1.0)
ray_collider = ray.get_collider()
ray_point = ray.get_collision_point()
if ray_collider is TowerBase:
process_looking_at_tower()
elif level:
process_looking_at_level()
elif !interact_key_held:
reset()
if !valid_point:
wall_preview.set_visible(false)
if point:
wall_preview.global_position = point.global_position
wall_preview.global_rotation = Vector3.ZERO
func reset() -> void:
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)
ray_collider = null
delete_tower_preview()
wall_preview.set_visible(false)
clear_previous_point()
last_point = null
func process_looking_at_level() -> void:
if tower_preview:
delete_tower_preview()
point = level.flow_field.get_closest_buildable_point(ray_point)
if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
valid_point = false
clear_previous_point()
last_point = point
else:
if last_point != point:
clear_previous_point()
last_point = point
if !level.walls.has(point) and level.flow_field.traversable_after_blocking_point(point):
level.flow_field.toggle_traversable(point)
wall_preview.set_float(0.0)
valid_point = true
else:
valid_point = false
func clear_previous_point() -> void:
if last_point and !level.walls.has(last_point) and !last_point.traversable:
level.flow_field.toggle_traversable(last_point)
func process_looking_at_tower() -> void:
valid_point = false
point = ray_collider.point
if last_point != point:
clear_previous_point()
if tower_preview:
delete_tower_preview()
wall_preview.set_visible(false)
ray_collider.set_color(Color.RED)
ray_collider.set_float(0.0)
if inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != inventory.contents.keys()[hero.inventory_selected_index]:
spawn_tower_preview()
func spawn_tower_preview() -> void:
delete_tower_preview()
last_tower_base = ray_collider
var card: Card = inventory.contents.keys()[hero.inventory_selected_index]
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
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:
if point and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
level.set_wall(point, multiplayer.get_unique_id())
wall_preview.visible = false
func refund_wall(wall: TowerBase) -> void:
if !is_instance_valid(wall):
return
if wall.has_card:
wall.remove_card()
level.remove_wall(wall.point)
func put_card_in_tower_base(tower_base: TowerBase) -> void:
if tower_base.has_card:
tower_base.remove_card()
elif inventory.size > 0:
var card: Card = inventory.remove_at(hero.inventory_selected_index)
if !inventory.contents.has(card):
hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
hero.place_card_audio.play()
func set_progress_percent(value: float) -> void:
progress_bar.value = progress_bar.max_value * value

View File

@ -1,26 +1,20 @@
[gd_scene load_steps=5 format=3 uid="uid://dqt1ggtkpkuhs"] [gd_scene load_steps=4 format=3 uid="uid://dqt1ggtkpkuhs"]
[ext_resource type="Script" uid="uid://ckm02cx0ai624" path="res://Scripts/edit_tool.gd" id="1_yf8lt"] [ext_resource type="Script" uid="uid://ckm02cx0ai624" path="res://PCs/PathEditTool/path_edit_tool.gd" id="1_l8cck"]
[ext_resource type="PackedScene" uid="uid://ddbbwx0yy16lh" path="res://Scenes/TowerBase/tower_base.tscn" id="2_r3632"] [ext_resource type="PackedScene" uid="uid://ddbbwx0yy16lh" path="res://Scenes/TowerBase/tower_base.tscn" id="2_pjtpe"]
[ext_resource type="Texture2D" uid="uid://gh4yvnerf1f5" path="res://Assets/Textures/radial.png" id="3_a323w"] [ext_resource type="Texture2D" uid="uid://gh4yvnerf1f5" path="res://Assets/Textures/radial.png" id="3_fs118"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_36ot1"] [node name="PathEditTool" type="Node3D" node_paths=PackedStringArray("ray", "wall_preview", "progress_bar")]
transparency = 1 script = ExtResource("1_l8cck")
depth_draw_mode = 1
[node name="EditTool" type="Node3D" node_paths=PackedStringArray("ray", "wall_preview", "progress_bar")]
script = ExtResource("1_yf8lt")
ray = NodePath("RayCast3D") ray = NodePath("RayCast3D")
wall_preview = NodePath("WallPreview") wall_preview = NodePath("WallPreview")
build_preview_material = SubResource("StandardMaterial3D_36ot1")
progress_bar = NodePath("ProgressBar") progress_bar = NodePath("ProgressBar")
[node name="RayCast3D" type="RayCast3D" parent="."] [node name="RayCast3D" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -20) target_position = Vector3(0, 0, -20)
collision_mask = 25 collision_mask = 25
[node name="WallPreview" parent="." instance=ExtResource("2_r3632")] [node name="WallPreview" parent="." instance=ExtResource("2_pjtpe")]
visible = false
[node name="ProgressBar" type="TextureProgressBar" parent="."] [node name="ProgressBar" type="TextureProgressBar" parent="."]
anchors_preset = 8 anchors_preset = 8
@ -38,4 +32,4 @@ scale = Vector2(0.5, 0.5)
pivot_offset = Vector2(90, 90) pivot_offset = Vector2(90, 90)
step = 0.0 step = 0.0
fill_mode = 4 fill_mode = 4
texture_progress = ExtResource("3_a323w") texture_progress = ExtResource("3_fs118")

View File

@ -10,7 +10,7 @@ signal ready_state_changed(state: bool)
@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 right_hand_animator: AnimationPlayer
@export var edit_tool: EditTool @export var edit_tool: PathEditTool
@export var gauntlet_sprite: Sprite3D @export var gauntlet_sprite: Sprite3D
@export var sprite: EightDirectionSprite3D @export var sprite: EightDirectionSprite3D
@export var hand_sprite: Sprite2D @export var hand_sprite: Sprite2D
@ -35,6 +35,7 @@ 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 game_manager: GameManager
var hovering_item: InteractButton = null var hovering_item: InteractButton = null
var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
var inventory_selected_index: int = 0 var inventory_selected_index: int = 0
@ -120,7 +121,7 @@ func _process(delta: float) -> void:
hovering_item.disable_hover_effect() hovering_item.disable_hover_effect()
hovering_item = null hovering_item = null
if edit_tool.is_looking_at_tower_base: if is_instance_valid(edit_tool.ray_collider) and edit_tool.ray_collider is TowerBase:
card_sprites[0].view_tower() card_sprites[0].view_tower()
else: else:
card_sprites[0].view_weapon() card_sprites[0].view_weapon()
@ -191,10 +192,10 @@ func _process(delta: float) -> void:
camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor) camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
if Input.is_action_just_pressed("View Map"): if Input.is_action_just_pressed("View Map"):
hud.maximise_minimap(Game.level) hud.maximise_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE #Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_released("View Map"): if Input.is_action_just_released("View Map"):
hud.minimize_minimap(self) hud.minimize_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED #Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
check_left_hand_valid() check_left_hand_valid()
@ -222,6 +223,9 @@ func _unhandled_input(event: InputEvent) -> void:
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()
menu.game_manager = game_manager
menu.quit_to_desktop_pressed.connect(game_manager.quit_to_desktop)
menu.quit_to_main_menu_pressed.connect(game_manager.scene_switch_main_menu)
menu.closed.connect(unpause) menu.closed.connect(unpause)
hud.add_child(menu) hud.add_child(menu)

View File

@ -7,7 +7,7 @@
[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="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"]
[ext_resource type="PackedScene" uid="uid://dixtx38u4jhd7" path="res://Scenes/UI/card_hand.tscn" id="4_mwtvp"] [ext_resource type="PackedScene" uid="uid://dixtx38u4jhd7" path="res://Scenes/UI/card_hand.tscn" id="4_mwtvp"]
[ext_resource type="PackedScene" uid="uid://dqt1ggtkpkuhs" path="res://Scenes/gauntlet.tscn" id="5_jlxb3"] [ext_resource type="PackedScene" uid="uid://dqt1ggtkpkuhs" path="res://PCs/PathEditTool/path_edit_tool.tscn" id="5_jlxb3"]
[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://b6kjrl7ae1mi0" path="res://PCs/hud.gd" id="8_yl6ka"] [ext_resource type="Script" uid="uid://b6kjrl7ae1mi0" path="res://PCs/hud.gd" id="8_yl6ka"]
@ -20,13 +20,14 @@
[ext_resource type="Texture2D" uid="uid://chhmkmlfrobhu" path="res://Assets/Textures/bubble.png" id="15_q3yot"] [ext_resource type="Texture2D" uid="uid://chhmkmlfrobhu" path="res://Assets/Textures/bubble.png" id="15_q3yot"]
[ext_resource type="Texture2D" uid="uid://cqnapc8cscl7i" path="res://Assets/Textures/border.png" id="16_x1xjr"] [ext_resource type="Texture2D" uid="uid://cqnapc8cscl7i" path="res://Assets/Textures/border.png" id="16_x1xjr"]
[ext_resource type="PackedScene" uid="uid://chnj376d3lcjd" path="res://Scenes/UI/pickup_notification.tscn" id="17_oyeww"] [ext_resource type="PackedScene" uid="uid://chnj376d3lcjd" path="res://Scenes/UI/pickup_notification.tscn" id="17_oyeww"]
[ext_resource type="PackedScene" uid="uid://d17c77pqsi8oy" path="res://enemy_card_ui.tscn" id="18_dfkac"] [ext_resource type="PackedScene" uid="uid://d17c77pqsi8oy" path="res://UI/EnemyCard/enemy_card_ui.tscn" id="18_dfkac"]
[ext_resource type="Texture2D" uid="uid://cvjcu3hofahr6" path="res://Assets/Textures/place_slot.png" id="18_okmpi"] [ext_resource type="Texture2D" uid="uid://cvjcu3hofahr6" path="res://Assets/Textures/place_slot.png" id="18_okmpi"]
[ext_resource type="Script" uid="uid://b5wle8f6rv3e7" path="res://PCs/player_movement.gd" id="20_cfhw8"] [ext_resource type="Script" uid="uid://b5wle8f6rv3e7" path="res://PCs/player_movement.gd" id="20_cfhw8"]
[ext_resource type="Shader" uid="uid://dhtylicctk3g4" path="res://UI/crosshair.gdshader" id="20_gxpgc"]
[ext_resource type="AudioStream" uid="uid://csu2hce4bfoki" path="res://Audio/cardPlace1.ogg" id="24_8ch4w"] [ext_resource type="AudioStream" uid="uid://csu2hce4bfoki" path="res://Audio/cardPlace1.ogg" id="24_8ch4w"]
[ext_resource type="AudioStream" uid="uid://dxq8b77wa41os" path="res://Audio/cardPlace2.ogg" id="25_awl6m"] [ext_resource type="AudioStream" uid="uid://dxq8b77wa41os" path="res://Audio/cardPlace2.ogg" id="25_awl6m"]
[ext_resource type="Texture2D" uid="uid://bs2mskoyvyehv" path="res://Assets/Textures/crosshair159.png" id="25_l7gpx"]
[ext_resource type="AudioStream" uid="uid://bxripx3suub1v" path="res://Audio/cardPlace3.ogg" id="26_7tm07"] [ext_resource type="AudioStream" uid="uid://bxripx3suub1v" path="res://Audio/cardPlace3.ogg" id="26_7tm07"]
[ext_resource type="Texture2D" uid="uid://0x80ptif1diq" path="res://Assets/Textures/hand_small_point.png" id="26_dfkac"]
[ext_resource type="PackedScene" uid="uid://c2id8hjico4w8" path="res://energy_bar.tscn" id="27_14ugt"] [ext_resource type="PackedScene" uid="uid://c2id8hjico4w8" path="res://energy_bar.tscn" id="27_14ugt"]
[ext_resource type="AudioStream" uid="uid://k1lsqkvohjpa" path="res://Audio/cardPlace4.ogg" id="27_xvxs8"] [ext_resource type="AudioStream" uid="uid://k1lsqkvohjpa" path="res://Audio/cardPlace4.ogg" id="27_xvxs8"]
[ext_resource type="AudioStream" uid="uid://bn8lkvy5wibvo" path="res://Audio/cardSlide1.ogg" id="28_1thk8"] [ext_resource type="AudioStream" uid="uid://bn8lkvy5wibvo" path="res://Audio/cardSlide1.ogg" id="28_1thk8"]
@ -94,21 +95,6 @@ viewport_path = NodePath("FirstPersonViewport")
[sub_resource type="ViewportTexture" id="ViewportTexture_574jy"] [sub_resource type="ViewportTexture" id="ViewportTexture_574jy"]
viewport_path = NodePath("MiniMapViewport") viewport_path = NodePath("MiniMapViewport")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_lg5jo"]
shader = ExtResource("20_gxpgc")
shader_parameter/center_enabled = true
shader_parameter/legs_enabled = true
shader_parameter/inverted = false
shader_parameter/color_id = 0
shader_parameter/color_0 = Vector4(1, 0, 0, 0.95)
shader_parameter/color_1 = Vector4(1, 0, 0, 1)
shader_parameter/color_2 = Vector4(0, 0, 1, 1)
shader_parameter/center_radius = 0.002
shader_parameter/width = 0.002
shader_parameter/len = 0.012
shader_parameter/spacing = 0.008
shader_parameter/spread = 1.0
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tsiqi"] [sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tsiqi"]
properties/0/path = NodePath(".:position") properties/0/path = NodePath(".:position")
properties/0/spawn = true properties/0/spawn = true
@ -382,19 +368,18 @@ max_look_down_angle = 80.0
max_look_up_angle = 80.0 max_look_up_angle = 80.0
enable_jumping = true enable_jumping = true
[node name="HUD" type="CanvasLayer" parent="." node_paths=PackedStringArray("player", "wave_count", "lives_count", "currency_count", "minimap_outline", "crosshair", "minimap", "minimap_cam", "minimap_viewport", "fps_label", "hover_text", "enemy_sprites", "enemy_counts", "wave_start_label", "place_icon", "swap_icon", "place_text", "swap_text", "new_energy_bar")] [node name="HUD" type="CanvasLayer" parent="." node_paths=PackedStringArray("player", "wave_count", "lives_count", "currency_count", "minimap_outline", "minimap", "minimap_cam", "minimap_viewport", "fps_label", "hover_text", "enemy_sprites", "enemy_counts", "wave_start_label", "place_icon", "swap_icon", "place_text", "swap_text", "new_energy_bar")]
script = ExtResource("8_yl6ka") script = ExtResource("8_yl6ka")
player = NodePath("..") player = NodePath("..")
wave_count = NodePath("WaveCount") wave_count = NodePath("EnemyTracker/WaveCount")
lives_count = NodePath("LivesCount") lives_count = NodePath("LivesBar/LivesCount")
currency_count = NodePath("CurrencyCount") currency_count = NodePath("Minimap/CurrencyCount")
minimap_outline = NodePath("MinimapBorder") minimap_outline = NodePath("Minimap/MinimapBorder")
crosshair = NodePath("Crosshair")
minimap = NodePath("Minimap") minimap = NodePath("Minimap")
minimap_cam = NodePath("../MiniMapViewport/Camera3D") minimap_cam = NodePath("../MiniMapViewport/Camera3D")
minimap_viewport = NodePath("../MiniMapViewport") minimap_viewport = NodePath("../MiniMapViewport")
fps_label = NodePath("FPSCounter") fps_label = NodePath("FPSCounter")
hover_text = NodePath("RichTextLabel2") hover_text = NodePath("InteractLabel")
enemy_sprites = [NodePath("EnemyTracker/TextureRect"), NodePath("EnemyTracker/TextureRect2"), NodePath("EnemyTracker/TextureRect3"), NodePath("EnemyTracker/TextureRect4"), NodePath("EnemyTracker/TextureRect5")] enemy_sprites = [NodePath("EnemyTracker/TextureRect"), NodePath("EnemyTracker/TextureRect2"), NodePath("EnemyTracker/TextureRect3"), NodePath("EnemyTracker/TextureRect4"), NodePath("EnemyTracker/TextureRect5")]
enemy_counts = [NodePath("EnemyTracker/TextureRect/Label"), NodePath("EnemyTracker/TextureRect2/Label2"), NodePath("EnemyTracker/TextureRect3/Label3"), NodePath("EnemyTracker/TextureRect4/Label4"), NodePath("EnemyTracker/TextureRect5/Label5")] enemy_counts = [NodePath("EnemyTracker/TextureRect/Label"), NodePath("EnemyTracker/TextureRect2/Label2"), NodePath("EnemyTracker/TextureRect3/Label3"), NodePath("EnemyTracker/TextureRect4/Label4"), NodePath("EnemyTracker/TextureRect5/Label5")]
pickup_notif_scene = ExtResource("17_oyeww") pickup_notif_scene = ExtResource("17_oyeww")
@ -481,6 +466,35 @@ grow_horizontal = 0
mouse_filter = 2 mouse_filter = 2
texture = SubResource("ViewportTexture_574jy") texture = SubResource("ViewportTexture_574jy")
[node name="MinimapBorder" type="TextureRect" parent="HUD/Minimap"]
texture_filter = 1
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -259.0
offset_top = -3.0
offset_right = 3.0
offset_bottom = 333.0
grow_horizontal = 0
mouse_filter = 2
texture = ExtResource("16_x1xjr")
[node name="CurrencyCount" type="Label" parent="HUD/Minimap"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -61.0
offset_top = 260.0
offset_bottom = 318.0
grow_horizontal = 0
theme_override_colors/font_color = Color(0.988235, 0.909804, 0.65098, 1)
theme_override_font_sizes/font_size = 37
text = "20"
horizontal_alignment = 1
vertical_alignment = 1
[node name="FPSCounter" type="Label" parent="HUD"] [node name="FPSCounter" type="Label" parent="HUD"]
anchors_preset = 1 anchors_preset = 1
anchor_left = 1.0 anchor_left = 1.0
@ -505,31 +519,17 @@ grow_vertical = 1
scale = Vector2(3, 3) scale = Vector2(3, 3)
mouse_filter = 2 mouse_filter = 2
[node name="LivesCount" type="Label" parent="HUD"] [node name="LivesCount" type="Label" parent="HUD/LivesBar"]
offset_left = -2.24 layout_mode = 0
offset_top = 23.28 offset_right = 79.0
offset_right = 102.76 offset_bottom = 70.0
offset_bottom = 112.28 scale = Vector2(0.33, 0.33)
theme_override_colors/font_color = Color(0.65098, 0.227451, 0.243137, 1) theme_override_colors/font_color = Color(0.65098, 0.227451, 0.243137, 1)
theme_override_font_sizes/font_size = 37 theme_override_font_sizes/font_size = 37
text = "120 text = "120"
"
horizontal_alignment = 1 horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="MinimapBorder" type="TextureRect" parent="HUD"]
texture_filter = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -262.0
offset_top = 37.0
offset_right = -37.0
offset_bottom = 336.0
grow_horizontal = 0
mouse_filter = 2
texture = ExtResource("16_x1xjr")
[node name="EnemyTracker" type="TextureRect" parent="HUD"] [node name="EnemyTracker" type="TextureRect" parent="HUD"]
texture_filter = 1 texture_filter = 1
anchors_preset = 5 anchors_preset = 5
@ -652,22 +652,23 @@ text = "999"
horizontal_alignment = 1 horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="CurrencyCount" type="Label" parent="HUD"] [node name="WaveCount" type="Label" parent="HUD/EnemyTracker"]
anchors_preset = 1 layout_mode = 1
anchor_left = 1.0 anchors_preset = 5
anchor_right = 1.0 anchor_left = 0.5
offset_left = -101.0 anchor_right = 0.5
offset_top = 300.0 offset_left = -30.0
offset_right = -40.0 offset_top = 59.0
offset_bottom = 54.0 offset_right = 30.0
grow_horizontal = 0 offset_bottom = 87.0
theme_override_colors/font_color = Color(0.988235, 0.909804, 0.65098, 1) grow_horizontal = 2
theme_override_font_sizes/font_size = 37 theme_override_colors/font_color = Color(0, 0, 0, 1)
text = "20" theme_override_font_sizes/font_size = 18
text = "1"
horizontal_alignment = 1 horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="RichTextLabel2" type="RichTextLabel" parent="HUD"] [node name="InteractLabel" type="RichTextLabel" parent="HUD"]
anchors_preset = 8 anchors_preset = 8
anchor_left = 0.5 anchor_left = 0.5
anchor_top = 0.5 anchor_top = 0.5
@ -687,30 +688,6 @@ bbcode_enabled = true
text = "[center]Press Button To do thing" text = "[center]Press Button To do thing"
scroll_active = false scroll_active = false
[node name="WaveCount" type="Label" parent="HUD"]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -30.0
offset_top = 81.0
offset_right = 30.0
offset_bottom = 109.0
grow_horizontal = 2
theme_override_colors/font_color = Color(0, 0, 0, 1)
theme_override_font_sizes/font_size = 18
text = "1"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Crosshair" type="ColorRect" parent="HUD"]
material = SubResource("ShaderMaterial_lg5jo")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="VBoxContainer" type="VBoxContainer" parent="HUD"] [node name="VBoxContainer" type="VBoxContainer" parent="HUD"]
anchors_preset = 4 anchors_preset = 4
anchor_top = 0.5 anchor_top = 0.5
@ -757,8 +734,45 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
[node name="EnergyBar" parent="HUD" instance=ExtResource("27_14ugt")] [node name="EnergyBar" parent="HUD" instance=ExtResource("27_14ugt")]
visible = false
mouse_filter = 2 mouse_filter = 2
[node name="TextureRect" type="TextureRect" parent="HUD"]
modulate = Color(0.54324, 0.193653, 0.15885, 0.9)
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("25_l7gpx")
expand_mode = 3
stretch_mode = 5
[node name="TextureRect2" type="TextureRect" parent="HUD"]
visible = false
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("26_dfkac")
expand_mode = 3
stretch_mode = 5
[node name="WeaponSwapTimer" type="Timer" parent="."] [node name="WeaponSwapTimer" type="Timer" parent="."]
wait_time = 0.4 wait_time = 0.4
one_shot = true one_shot = true

View File

@ -12,7 +12,6 @@ var last_lives_count: int = 120
@export var minimap_viewport: SubViewport @export var minimap_viewport: SubViewport
@export var fps_label: Label @export var fps_label: Label
@export var hover_text: RichTextLabel @export var hover_text: RichTextLabel
var minimap_anchor: Node3D
var enemy_names: Array[String] var enemy_names: Array[String]
@export var enemy_sprites: Array[TextureRect] @export var enemy_sprites: Array[TextureRect]
@export var enemy_counts: Array[Label] @export var enemy_counts: Array[Label]
@ -25,6 +24,7 @@ var enemy_names: Array[String]
@export var enemy_card_scene: PackedScene @export var enemy_card_scene: PackedScene
@export var new_energy_bar: EnergyBar @export var new_energy_bar: EnergyBar
var map_anchor: Node3D
var audio_guard: bool = false var audio_guard: bool = false
var cards: Array[EnemyCardUI] = [] var cards: Array[EnemyCardUI] = []
@ -93,12 +93,16 @@ func tween_label(x: float) -> void:
func set_hover_text(text: String) -> void: func set_hover_text(text: String) -> void:
$TextureRect2.visible = true
$TextureRect.visible = false
hover_text.text = parse_action_tag(text) hover_text.text = parse_action_tag(text)
hover_text.set_visible(true) hover_text.visible = true
func unset_hover_text() -> void: func unset_hover_text() -> void:
hover_text.set_visible(false) hover_text.visible = false
$TextureRect2.visible = false
$TextureRect.visible = true
func set_wave_count(value: int) -> void: func set_wave_count(value: int) -> void:
@ -125,8 +129,12 @@ func set_upcoming_wave(value: Dictionary) -> void:
var frame_count: int = 0 var frame_count: int = 0
enemy_names = [] enemy_names = []
var wave: Dictionary = {} var wave: Dictionary = {}
for index: int in value: for key: String in value:
wave[Data.enemies[index]] = value[index] var new_enemy: Enemy
for enemy: Enemy in player.game_manager.level.enemy_pool:
if enemy.title == key:
new_enemy = enemy
wave[new_enemy] = value[key]
for x: int in enemy_sprites.size(): for x: int in enemy_sprites.size():
enemy_sprites[x].set_visible(false) enemy_sprites[x].set_visible(false)
enemy_counts[x].set_visible(false) enemy_counts[x].set_visible(false)
@ -161,8 +169,8 @@ func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
audio_guard = false audio_guard = false
func maximise_minimap(anchor: Node3D) -> void: func maximise_minimap() -> void:
minimap_cam.anchor = anchor minimap_cam.anchor = map_anchor
minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
minimap.offset_bottom = -40 minimap.offset_bottom = -40
minimap.offset_top = 40 minimap.offset_top = 40
@ -174,8 +182,8 @@ func maximise_minimap(anchor: Node3D) -> void:
currency_count.set_visible(false) currency_count.set_visible(false)
func minimize_minimap(anchor: Node3D) -> void: func minimize_minimap() -> void:
minimap_cam.anchor = anchor minimap_cam.anchor = player
minimap.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT) minimap.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
minimap.offset_right = -40 minimap.offset_right = -40
minimap.offset_top = 40 minimap.offset_top = 40

View File

@ -1,14 +1,16 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=5 format=3 uid="uid://dsgkwh3opyqtx"] [gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://dsgkwh3opyqtx"]
[ext_resource type="Texture2D" uid="uid://chhmkmlfrobhu" path="res://Assets/Textures/bubble.png" id="1_57rr1"] [ext_resource type="Texture2D" uid="uid://chhmkmlfrobhu" path="res://Assets/Textures/bubble.png" id="1_57rr1"]
[ext_resource type="Texture2D" uid="uid://ta47gpiwloxm" path="res://Assets/Textures/dead_bubble.png" id="1_ioqxi"] [ext_resource type="Texture2D" uid="uid://ta47gpiwloxm" path="res://Assets/Textures/dead_bubble.png" id="1_ioqxi"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_wjbfx"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_wjbfx"]
[ext_resource type="PackedScene" uid="uid://bjo2q6vca5qlv" path="res://Worlds/GreenPlanet/Enemies/air_enemy.tscn" id="3_86skx"]
[ext_resource type="Texture2D" uid="uid://d0vafwv4lhjji" path="res://Assets/TextureAtlases/bubble.tres" id="3_homny"] [ext_resource type="Texture2D" uid="uid://d0vafwv4lhjji" path="res://Assets/TextureAtlases/bubble.tres" id="3_homny"]
[resource] [resource]
script = ExtResource("1_wjbfx") script = ExtResource("1_wjbfx")
title = "bubble" title = "bubble"
target_type = 2 target_type = 2
scene = ExtResource("3_86skx")
icon = ExtResource("1_57rr1") icon = ExtResource("1_57rr1")
death_sprite = ExtResource("1_ioqxi") death_sprite = ExtResource("1_ioqxi")
sprite = ExtResource("3_homny") sprite = ExtResource("3_homny")

View File

@ -1,29 +0,0 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=5 format=3 uid="uid://bffhb5krs5elm"]
[ext_resource type="Texture2D" uid="uid://b1lwaxw62yp3p" path="res://Assets/Textures/dead_spike.png" id="1_1js8q"]
[ext_resource type="Texture2D" uid="uid://duywsy7jmh4u" path="res://Assets/Textures/spike.png" id="1_22o7e"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_q5r05"]
[ext_resource type="Texture2D" uid="uid://sybn6bjbj5fh" path="res://Assets/TextureAtlases/spike.tres" id="3_tbb38"]
[resource]
script = ExtResource("1_q5r05")
title = "spike"
target_type = 2
icon = ExtResource("1_22o7e")
death_sprite = ExtResource("1_1js8q")
sprite = ExtResource("3_tbb38")
spawn_power = 6
health = 120
penalty = 7
movement_speed = 1.0
spawn_cooldown = 1.0
common_group = 3
common_cost = 2
uncommon_group = 6
uncommon_cost = 3
rare_group = 10
rare_cost = 4
epic_group = 16
epic_cost = 5
legendary_group = 25
legendary_cost = 6

View File

@ -1,14 +1,16 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=5 format=3 uid="uid://boik1gnpl4v0a"] [gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://boik1gnpl4v0a"]
[ext_resource type="Texture2D" uid="uid://cde0voyrwnqkl" path="res://Assets/Textures/icon_eye_dog_boss.png" id="1_2o720"] [ext_resource type="Texture2D" uid="uid://cde0voyrwnqkl" path="res://Assets/Textures/icon_eye_dog_boss.png" id="1_2o720"]
[ext_resource type="Texture2D" uid="uid://bp3njt3h0qfbg" path="res://Assets/Textures/dead_eye_dog_boss.png" id="1_5xm32"] [ext_resource type="Texture2D" uid="uid://bp3njt3h0qfbg" path="res://Assets/Textures/dead_eye_dog_boss.png" id="1_5xm32"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_euaab"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_euaab"]
[ext_resource type="Texture2D" uid="uid://ff3cys53p37j" path="res://Assets/TextureAtlases/dog_fast_boss.tres" id="2_1m62w"] [ext_resource type="Texture2D" uid="uid://ff3cys53p37j" path="res://Assets/TextureAtlases/dog_fast_boss.tres" id="2_1m62w"]
[ext_resource type="PackedScene" uid="uid://b0nady5xm88bo" path="res://Worlds/GreenPlanet/Enemies/land_enemy.tscn" id="3_g83md"]
[resource] [resource]
script = ExtResource("1_euaab") script = ExtResource("1_euaab")
title = "boss dog" title = "boss dog"
target_type = 1 target_type = 1
scene = ExtResource("3_g83md")
icon = ExtResource("1_2o720") icon = ExtResource("1_2o720")
death_sprite = ExtResource("1_5xm32") death_sprite = ExtResource("1_5xm32")
sprite = ExtResource("2_1m62w") sprite = ExtResource("2_1m62w")

View File

@ -1,14 +1,16 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=5 format=3 uid="uid://cvehqh4tt28g7"] [gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://cvehqh4tt28g7"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_k5sd1"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_k5sd1"]
[ext_resource type="Texture2D" uid="uid://cv5p03aw78vwd" path="res://Assets/Textures/icon_eye_dog_fast.png" id="1_xgen5"] [ext_resource type="Texture2D" uid="uid://cv5p03aw78vwd" path="res://Assets/Textures/icon_eye_dog_fast.png" id="1_xgen5"]
[ext_resource type="Texture2D" uid="uid://dgdofekr7ow73" path="res://Assets/Textures/dead_eye_dog_fast.png" id="1_yj87d"] [ext_resource type="Texture2D" uid="uid://dgdofekr7ow73" path="res://Assets/Textures/dead_eye_dog_fast.png" id="1_yj87d"]
[ext_resource type="Texture2D" uid="uid://dd212gh03wloa" path="res://Assets/TextureAtlases/dog_fast.tres" id="2_mkbm6"] [ext_resource type="Texture2D" uid="uid://dd212gh03wloa" path="res://Assets/TextureAtlases/dog_fast.tres" id="2_mkbm6"]
[ext_resource type="PackedScene" uid="uid://b0nady5xm88bo" path="res://Worlds/GreenPlanet/Enemies/land_enemy.tscn" id="3_e3fq0"]
[resource] [resource]
script = ExtResource("1_k5sd1") script = ExtResource("1_k5sd1")
title = "fast dog" title = "fast dog"
target_type = 1 target_type = 1
scene = ExtResource("3_e3fq0")
icon = ExtResource("1_xgen5") icon = ExtResource("1_xgen5")
death_sprite = ExtResource("1_yj87d") death_sprite = ExtResource("1_yj87d")
sprite = ExtResource("2_mkbm6") sprite = ExtResource("2_mkbm6")

View File

@ -1,14 +1,16 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=5 format=3 uid="uid://dxi17xvdlhkvc"] [gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://dxi17xvdlhkvc"]
[ext_resource type="Texture2D" uid="uid://08n5jvq5tptf" path="res://Assets/Textures/icon_eye_dog_heavy.png" id="1_lck53"] [ext_resource type="Texture2D" uid="uid://08n5jvq5tptf" path="res://Assets/Textures/icon_eye_dog_heavy.png" id="1_lck53"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_q48il"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="1_q48il"]
[ext_resource type="Texture2D" uid="uid://e7lahg40lq8a" path="res://Assets/Textures/dead_eye_dog_heavy.png" id="1_qveaa"] [ext_resource type="Texture2D" uid="uid://e7lahg40lq8a" path="res://Assets/Textures/dead_eye_dog_heavy.png" id="1_qveaa"]
[ext_resource type="Texture2D" uid="uid://c0543ucoalwmi" path="res://Assets/TextureAtlases/dog_fast_heavy.tres" id="2_7nc4x"] [ext_resource type="Texture2D" uid="uid://c0543ucoalwmi" path="res://Assets/TextureAtlases/dog_fast_heavy.tres" id="2_7nc4x"]
[ext_resource type="PackedScene" uid="uid://b0nady5xm88bo" path="res://Worlds/GreenPlanet/Enemies/land_enemy.tscn" id="3_t3gih"]
[resource] [resource]
script = ExtResource("1_q48il") script = ExtResource("1_q48il")
title = "heavy dog" title = "heavy dog"
target_type = 1 target_type = 1
scene = ExtResource("3_t3gih")
icon = ExtResource("1_lck53") icon = ExtResource("1_lck53")
death_sprite = ExtResource("1_qveaa") death_sprite = ExtResource("1_qveaa")
sprite = ExtResource("2_7nc4x") sprite = ExtResource("2_7nc4x")

View File

@ -1,8 +1,9 @@
[gd_resource type="Resource" script_class="Enemy" load_steps=6 format=3 uid="uid://btudmfd7wfwec"] [gd_resource type="Resource" script_class="Enemy" load_steps=7 format=3 uid="uid://btudmfd7wfwec"]
[ext_resource type="Texture2D" uid="uid://bl16mvx4xaxeb" path="res://Assets/Textures/dead_leapfrog.png" id="1_aa1x4"] [ext_resource type="Texture2D" uid="uid://bl16mvx4xaxeb" path="res://Assets/Textures/dead_leapfrog.png" id="1_aa1x4"]
[ext_resource type="Texture2D" uid="uid://3ywtwfpuuknr" path="res://Assets/Textures/leapfrog.png" id="2_pj3v3"] [ext_resource type="Texture2D" uid="uid://3ywtwfpuuknr" path="res://Assets/Textures/leapfrog.png" id="2_pj3v3"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="3_i5ry5"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="3_i5ry5"]
[ext_resource type="PackedScene" uid="uid://cmneu5o0m02l8" path="res://Worlds/GreenPlanet/Enemies/leaping_enemy.tscn" id="3_pj3v3"]
[ext_resource type="Texture2D" uid="uid://cb66pspr16scy" path="res://Assets/Textures/leapfrog_2.png" id="4_i5ry5"] [ext_resource type="Texture2D" uid="uid://cb66pspr16scy" path="res://Assets/Textures/leapfrog_2.png" id="4_i5ry5"]
[sub_resource type="AtlasTexture" id="AtlasTexture_n6kdu"] [sub_resource type="AtlasTexture" id="AtlasTexture_n6kdu"]
@ -15,6 +16,7 @@ resource_local_to_scene = true
script = ExtResource("3_i5ry5") script = ExtResource("3_i5ry5")
title = "Leapdog" title = "Leapdog"
target_type = 1 target_type = 1
scene = ExtResource("3_pj3v3")
icon = ExtResource("2_pj3v3") icon = ExtResource("2_pj3v3")
death_sprite = ExtResource("1_aa1x4") death_sprite = ExtResource("1_aa1x4")
sprite = SubResource("AtlasTexture_n6kdu") sprite = SubResource("AtlasTexture_n6kdu")

View File

@ -22,7 +22,7 @@ func generate_rarity() -> int:
for rarity: String in Data.Rarity: for rarity: String in Data.Rarity:
weight_total += Data.rarity_weights[rarity] weight_total += Data.rarity_weights[rarity]
var generated_rarity: int = Game.randi_in_range(4 * cards_generated, 0, weight_total) var generated_rarity: int = NoiseRandom.randi_in_range(4 * cards_generated, 0, weight_total)
cards_generated += 1 cards_generated += 1
var decided_rarity: int = 0 var decided_rarity: int = 0
@ -53,7 +53,7 @@ func randomize_cards(faction: Card.Faction) -> void:
decided_rarity -= 1 decided_rarity -= 1
var card: Card var card: Card
if card_array.size() > 0: if card_array.size() > 0:
card = card_array[Game.randi_in_range(132 * cards_generated, 0, card_array.size() - 1)] card = card_array[NoiseRandom.randi_in_range(132 * cards_generated, 0, card_array.size() - 1)]
cards_generated += 1 cards_generated += 1
card_array.erase(card) card_array.erase(card)
var item: CardItem = reply_player.hero_class.card_item.instantiate() as CardItem var item: CardItem = reply_player.hero_class.card_item.instantiate() as CardItem

View File

@ -9,21 +9,20 @@ class_name GameEndScreen extends PanelContainer
@export var total_losses_label: Label @export var total_losses_label: Label
@export var undefeated_enemies: VBoxContainer @export var undefeated_enemies: VBoxContainer
var game_manager: GameManager
func _ready() -> void: func _ready() -> void:
var wins: int = Data.save_data.twenty_game_history.count(true) winrate_label.text = "Your 20-game winrate is now: " + str(Data.save_data.winrate) + "%!"
var games: int = Data.save_data.twenty_game_history.size()
var winrate: int = int((float(wins) / float(games)) * 100.0)
winrate_label.text = "Your 20-game winrate is now: " + str(winrate) + "%!"
total_games_label.text = "Total games: " + str(Data.save_data.wins + Data.save_data.losses) total_games_label.text = "Total games: " + str(Data.save_data.wins + Data.save_data.losses)
total_wins_label.text = "Total wins: " + str(Data.save_data.wins) total_wins_label.text = "Total wins: " + str(Data.save_data.wins)
total_losses_label.text = "Total losses: " + str(Data.save_data.losses) total_losses_label.text = "Total losses: " + str(Data.save_data.losses)
for wave_key: int in Game.stats.enemies_undefeated: for wave_key: int in game_manager.stats.enemies_undefeated:
var spawned_box: EnemyBox = box.instantiate() as EnemyBox var spawned_box: EnemyBox = box.instantiate() as EnemyBox
undefeated_enemies.add_child(spawned_box) undefeated_enemies.add_child(spawned_box)
spawned_box.set_wave(wave_key) spawned_box.set_wave(wave_key)
for enemy_key: Enemy in Game.stats.enemies_undefeated[wave_key]: for enemy_key: Enemy in game_manager.stats.enemies_undefeated[wave_key]:
spawned_box.add_enemy_tag(enemy_key, Game.stats.enemies_undefeated[wave_key][enemy_key]) spawned_box.add_enemy_tag(enemy_key, game_manager.stats.enemies_undefeated[wave_key][enemy_key])
func set_outcome_message(message: String) -> void: func set_outcome_message(message: String) -> void:
@ -31,15 +30,15 @@ func set_outcome_message(message: String) -> void:
func _on_quit_button_pressed() -> void: func _on_quit_button_pressed() -> void:
Game.scene_switch_main_menu() game_manager.scene_switch_main_menu()
queue_free() queue_free()
func _on_play_button_pressed() -> void: func _on_play_button_pressed() -> void:
if Game.gamemode.daily == false and !Game.gamemode.seeded: if game_manager.gamemode.daily == false and !game_manager.gamemode.seeded:
Game.gamemode.rng_seed = randi() game_manager.gamemode.rng_seed = randi()
Game.setup() game_manager.setup()
Game.start() game_manager.start()
queue_free() queue_free()

View File

@ -1,5 +1,8 @@
class_name MainMenu extends Control class_name MainMenu extends Control
signal singleplayer_game_requested
signal multiplayer_game_requested
@export var bg_level: Level @export var bg_level: Level
@export var game_select_menu: Control @export var game_select_menu: Control
@export var main_controls: Control @export var main_controls: Control
@ -7,6 +10,7 @@ class_name MainMenu extends Control
@export var profile_controls: Control @export var profile_controls: Control
@export var mods_controls: ModMenu @export var mods_controls: ModMenu
var game: GameManager
var gamemode: GameMode = GameMode.new() var gamemode: GameMode = GameMode.new()
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn") var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
@ -19,18 +23,18 @@ var temp_data: SaveData
func _ready() -> void: func _ready() -> void:
$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name $ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name
load_stats(Data.save_data) load_stats(Data.save_data)
bg_level.a_star_graph_3d.make_grid() #bg_level.a_star_graph_3d.make_grid()
bg_level.a_star_graph_3d.find_path() #bg_level.a_star_graph_3d.find_path()
bg_level.a_star_graph_3d.build_random_maze(70) #bg_level.a_star_graph_3d.build_random_maze(70)
bg_level.a_star_graph_3d.place_random_towers(30) #bg_level.a_star_graph_3d.place_random_towers(30)
bg_level.a_star_graph_3d.disable_all_tower_frames() #bg_level.a_star_graph_3d.disable_all_tower_frames()
Game.level = bg_level #Game.level = bg_level
WaveManager.generate_wave(WaveManager.calculate_spawn_power(50, 4), bg_level.enemy_pool, bg_level.enemy_spawns) #WaveManager.generate_wave(WaveManager.calculate_spawn_power(50, 4), bg_level.enemy_pool, bg_level.enemy_spawns)
for spawn: EnemySpawner in bg_level.enemy_spawns: #for spawn: EnemySpawner in bg_level.enemy_spawns:
spawn.enemy_died_callback = enemy_died # spawn.enemy_died_callback = enemy_died
spawn.enemy_reached_goal_callback = damage_goal # spawn.enemy_reached_goal_callback = damage_goal
spawn.enemy_spawned.connect(increase_enemy_count) # spawn.enemy_spawned.connect(increase_enemy_count)
spawn.spawn_wave() # spawn.spawn_wave()
#these exist purely to make the enemies that spawn on the main menu happy #these exist purely to make the enemies that spawn on the main menu happy
@ -67,6 +71,7 @@ func quit_game(confirmation: bool) -> void:
func _on_options_button_pressed() -> void: func _on_options_button_pressed() -> void:
var menu: OptionsMenu = options_menu_scene.instantiate() var menu: OptionsMenu = options_menu_scene.instantiate()
menu.game_manager = game
add_child(menu) add_child(menu)
@ -75,12 +80,11 @@ func _on_button_mouse_entered() -> void:
func start_game() -> void: func start_game() -> void:
Game.level = null game.gamemode = gamemode
Game.gamemode = gamemode if !gamemode.multiplayer:
if gamemode.multiplayer: singleplayer_game_requested.emit()
Game.scene_switch_to_multiplayer_lobby()
else: else:
Game.scene_switch_to_singleplayer_lobby() multiplayer_game_requested.emit()
func _on_play_button_pressed() -> void: func _on_play_button_pressed() -> void:
@ -96,7 +100,7 @@ func _on_multiplayer_button_pressed() -> void:
func open_game_menu() -> void: func open_game_menu() -> void:
main_controls.visible = false main_controls.visible = false
game_select_menu.visible = true game_select_menu.visible = true
func _on_back_button_pressed() -> void: func _on_back_button_pressed() -> void:
main_controls.visible = true main_controls.visible = true
@ -122,7 +126,7 @@ func _on_standard_button_pressed() -> void:
func _on_daily_button_pressed() -> void: func _on_daily_button_pressed() -> void:
gamemode.seed = hash(Time.get_date_string_from_system(true)) gamemode.rng_seed = hash(Time.get_date_string_from_system(true))
gamemode.endless = false gamemode.endless = false
gamemode.daily = true gamemode.daily = true
start_game() start_game()
@ -144,7 +148,7 @@ func _on_changelog_button_pressed() -> void:
func load_stats(stats: SaveData) -> void: func load_stats(stats: SaveData) -> void:
$ProfileManager/VBoxContainer/Stats/Wins/Label2.text = str(stats.wins) $ProfileManager/VBoxContainer/Stats/Wins/Label2.text = str(stats.wins)
$ProfileManager/VBoxContainer/Stats/Losses/Label2.text = str(stats.losses) $ProfileManager/VBoxContainer/Stats/Losses/Label2.text = str(stats.losses)
$ProfileManager/VBoxContainer/Stats/Winrate/Label2.text = str(int(stats.wins / 20.0)) $ProfileManager/VBoxContainer/Stats/Winrate/Label2.text = str(stats.winrate) + "%"
$ProfileManager/VBoxContainer/Stats/EngineerCardsBought/Label2.text = str(stats.engineer_cards_bought) $ProfileManager/VBoxContainer/Stats/EngineerCardsBought/Label2.text = str(stats.engineer_cards_bought)
$ProfileManager/VBoxContainer/Stats/MageCardsBought/Label2.text = str(stats.mage_cards_bought) $ProfileManager/VBoxContainer/Stats/MageCardsBought/Label2.text = str(stats.mage_cards_bought)

View File

@ -2,7 +2,6 @@
[ext_resource type="Theme" uid="uid://b6a0ip4p72tgx" path="res://UI/new_theme.tres" id="1_p1cib"] [ext_resource type="Theme" uid="uid://b6a0ip4p72tgx" path="res://UI/new_theme.tres" id="1_p1cib"]
[ext_resource type="Script" uid="uid://ci8vq73u23viy" path="res://Scenes/Menus/MainMenu/main_menu.gd" id="2_ivytu"] [ext_resource type="Script" uid="uid://ci8vq73u23viy" path="res://Scenes/Menus/MainMenu/main_menu.gd" id="2_ivytu"]
[ext_resource type="Texture2D" uid="uid://lvvnrb5jugum" path="res://Assets/Textures/logo_title.png" id="3_8jkeb"]
[ext_resource type="PackedScene" uid="uid://y1qa1g3ic8sp" path="res://Worlds/GreenPlanet/Levels/first_level.tscn" id="3_l8r4a"] [ext_resource type="PackedScene" uid="uid://y1qa1g3ic8sp" path="res://Worlds/GreenPlanet/Levels/first_level.tscn" id="3_l8r4a"]
[ext_resource type="AudioStream" uid="uid://cp6ph4ra7u5rk" path="res://Scenes/UI/drop_003.ogg" id="5_cwn2i"] [ext_resource type="AudioStream" uid="uid://cp6ph4ra7u5rk" path="res://Scenes/UI/drop_003.ogg" id="5_cwn2i"]
[ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="5_u514r"] [ext_resource type="Script" uid="uid://cbwxa2a4hfcy4" path="res://Scripts/Resources/enemy.gd" id="5_u514r"]
@ -13,12 +12,13 @@
[ext_resource type="Resource" uid="uid://dxi17xvdlhkvc" path="res://Resources/Enemies/dog_heavy.tres" id="10_day26"] [ext_resource type="Resource" uid="uid://dxi17xvdlhkvc" path="res://Resources/Enemies/dog_heavy.tres" id="10_day26"]
[ext_resource type="Resource" uid="uid://boik1gnpl4v0a" path="res://Resources/Enemies/dog_boss.tres" id="11_1mes0"] [ext_resource type="Resource" uid="uid://boik1gnpl4v0a" path="res://Resources/Enemies/dog_boss.tres" id="11_1mes0"]
[ext_resource type="Resource" uid="uid://dsgkwh3opyqtx" path="res://Resources/Enemies/airenemy.tres" id="12_5vny5"] [ext_resource type="Resource" uid="uid://dsgkwh3opyqtx" path="res://Resources/Enemies/airenemy.tres" id="12_5vny5"]
[ext_resource type="Resource" uid="uid://bffhb5krs5elm" path="res://Resources/Enemies/airenemy2.tres" id="13_xb7gj"] [ext_resource type="Resource" uid="uid://bffhb5krs5elm" path="res://Enemies/Crystalisk/airenemy2.tres" id="13_xb7gj"]
[ext_resource type="Texture2D" uid="uid://cr1ucbuw3iotp" path="res://Assets/Textures/first_win_achievements.png" id="15_74epv"] [ext_resource type="Texture2D" uid="uid://cr1ucbuw3iotp" path="res://Assets/Textures/first_win_achievements.png" id="15_74epv"]
[ext_resource type="Script" uid="uid://cjr0pbqisd51v" path="res://Scenes/Menus/MainMenu/achievements_menu.gd" id="15_sv1gy"] [ext_resource type="Script" uid="uid://cjr0pbqisd51v" path="res://Scenes/Menus/MainMenu/achievements_menu.gd" id="15_sv1gy"]
[ext_resource type="Texture2D" uid="uid://cpa1hl36xfplg" path="res://Assets/Textures/first_scroll_seen.png" id="16_sv1gy"] [ext_resource type="Texture2D" uid="uid://cpa1hl36xfplg" path="res://Assets/Textures/first_scroll_seen.png" id="16_sv1gy"]
[ext_resource type="Texture2D" uid="uid://ctbi3gm1me1t5" path="res://Assets/Textures/unlock_mage_achievement.png" id="17_6t4jd"] [ext_resource type="Texture2D" uid="uid://ctbi3gm1me1t5" path="res://Assets/Textures/unlock_mage_achievement.png" id="17_6t4jd"]
[ext_resource type="Script" uid="uid://cxrm2naq75jo1" path="res://mod_menu.gd" id="19_6t4jd"] [ext_resource type="Script" uid="uid://cxrm2naq75jo1" path="res://mod_menu.gd" id="19_6t4jd"]
[ext_resource type="FontFile" uid="uid://c3hwdjscf2hnk" path="res://Assets/Fonts/OpenType (.otf)/Kaph-Regular.otf" id="20_y5bw6"]
[sub_resource type="ViewportTexture" id="ViewportTexture_5u75i"] [sub_resource type="ViewportTexture" id="ViewportTexture_5u75i"]
viewport_path = NodePath("SubViewport") viewport_path = NodePath("SubViewport")
@ -94,29 +94,33 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
texture = SubResource("ViewportTexture_5u75i") texture = SubResource("ViewportTexture_5u75i")
[node name="TextureRect2" type="TextureRect" parent="."] [node name="TitleLabel" type="Label" parent="."]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -627.0
offset_top = 73.0
offset_right = 1293.0
offset_bottom = 1153.0
grow_horizontal = 2
scale = Vector2(0.67, 0.67)
texture = ExtResource("3_8jkeb")
expand_mode = 1
[node name="MainControls" type="VBoxContainer" parent="."]
layout_mode = 1 layout_mode = 1
anchors_preset = -1 anchors_preset = -1
anchor_top = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 0.5
offset_left = 130.0 grow_horizontal = 2
offset_top = -188.0 theme_override_colors/font_color = Color(0.8, 0.5644, 0.344, 1)
offset_right = 143.0 theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
offset_bottom = -80.0 theme_override_constants/line_spacing = -35
theme_override_constants/outline_size = 55
theme_override_fonts/font = ExtResource("20_y5bw6")
theme_override_font_sizes/font_size = 146
text = "decked
out
defense"
horizontal_alignment = 1
vertical_alignment = 1
[node name="MainControls" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = -1
anchor_left = 0.05
anchor_top = 0.95
anchor_right = 0.95
anchor_bottom = 0.95
offset_top = -60.0
grow_horizontal = 2
grow_vertical = 0 grow_vertical = 0
[node name="PlayButton" type="Button" parent="MainControls"] [node name="PlayButton" type="Button" parent="MainControls"]
@ -125,6 +129,7 @@ text = "Play"
[node name="MultiplayerButton" type="Button" parent="MainControls"] [node name="MultiplayerButton" type="Button" parent="MainControls"]
layout_mode = 2 layout_mode = 2
disabled = true
text = "Multiplayer" text = "Multiplayer"
[node name="ModsButton" type="Button" parent="MainControls"] [node name="ModsButton" type="Button" parent="MainControls"]
@ -144,14 +149,12 @@ text = "Quit
[node name="ProfileEditor" type="PanelContainer" parent="."] [node name="ProfileEditor" type="PanelContainer" parent="."]
layout_mode = 1 layout_mode = 1
anchors_preset = -1 anchors_preset = -1
anchor_left = 1.0 anchor_left = 0.97
anchor_top = 1.0 anchor_top = 0.95
anchor_right = 1.0 anchor_right = 0.97
anchor_bottom = 1.0 anchor_bottom = 0.95
offset_left = -429.0 offset_left = -421.0
offset_top = -140.0 offset_top = -150.0
offset_right = -55.0
offset_bottom = -40.0
grow_horizontal = 0 grow_horizontal = 0
grow_vertical = 0 grow_vertical = 0

View File

@ -1,9 +1,12 @@
class_name PauseMenu extends Control class_name PauseMenu extends Control
signal closed() signal closed
signal quit_to_main_menu_pressed
signal quit_to_desktop_pressed
var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn") var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn") var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
var game_manager: GameManager
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
@ -19,6 +22,7 @@ func _on_resume_pressed() -> void:
func _on_options_pressed() -> void: func _on_options_pressed() -> void:
var menu: OptionsMenu = options_menu_scene.instantiate() var menu: OptionsMenu = options_menu_scene.instantiate()
menu.game_manager = game_manager
add_child(menu) add_child(menu)
@ -31,7 +35,7 @@ func _on_quit_to_main_menu_pressed() -> void:
func return_to_menu(confirmation: bool) -> void: func return_to_menu(confirmation: bool) -> void:
if confirmation: if confirmation:
Game.scene_switch_main_menu() quit_to_main_menu_pressed.emit()
func _on_quit_to_desktop_pressed() -> void: func _on_quit_to_desktop_pressed() -> void:
@ -43,7 +47,7 @@ func _on_quit_to_desktop_pressed() -> void:
func quit_game(confirmation: bool) -> void: func quit_game(confirmation: bool) -> void:
if confirmation: if confirmation:
Game.quit_to_desktop() quit_to_desktop_pressed.emit()
func _on_button_mouse_entered() -> void: func _on_button_mouse_entered() -> void:

View File

@ -42,7 +42,7 @@ func randomize_cards() -> void:
var chosen_card: Card = null var chosen_card: Card = null
for x: int in 3: for x: int in 3:
if cheap_cards.size() > 0: if cheap_cards.size() > 0:
chosen_card = cheap_cards[Game.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)] chosen_card = cheap_cards[NoiseRandom.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)]
cards_generated += 1 cards_generated += 1
if chosen_card != null: if chosen_card != null:
cards[x].set_card(chosen_card) cards[x].set_card(chosen_card)
@ -53,9 +53,9 @@ func randomize_cards() -> void:
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:
if medium_cards.size() > 0: if medium_cards.size() > 0:
chosen_card = medium_cards[Game.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)] chosen_card = medium_cards[NoiseRandom.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)]
elif cheap_cards.size() > 0: elif cheap_cards.size() > 0:
chosen_card = cheap_cards[Game.randi_in_range(9 * cards_generated, 0, cheap_cards.size() - 1)] chosen_card = cheap_cards[NoiseRandom.randi_in_range(9 * cards_generated, 0, cheap_cards.size() - 1)]
cards_generated += 1 cards_generated += 1
if chosen_card != null: if chosen_card != null:
cards[x+3].set_card(chosen_card) cards[x+3].set_card(chosen_card)
@ -66,11 +66,11 @@ func randomize_cards() -> void:
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:
if pricey_cards.size() > 0: if pricey_cards.size() > 0:
chosen_card = pricey_cards[Game.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)] chosen_card = pricey_cards[NoiseRandom.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)]
elif medium_cards.size() > 0: elif medium_cards.size() > 0:
chosen_card = medium_cards[Game.randi_in_range(50 * cards_generated, 0, medium_cards.size() - 1)] chosen_card = medium_cards[NoiseRandom.randi_in_range(50 * cards_generated, 0, medium_cards.size() - 1)]
elif cheap_cards.size() > 0: elif cheap_cards.size() > 0:
chosen_card = cheap_cards[Game.randi_in_range(50 * cards_generated, 0, cheap_cards.size() - 1)] chosen_card = cheap_cards[NoiseRandom.randi_in_range(50 * cards_generated, 0, cheap_cards.size() - 1)]
cards_generated += 1 cards_generated += 1
if chosen_card != null: if chosen_card != null:
cards[x+5].set_card(chosen_card) cards[x+5].set_card(chosen_card)

View File

@ -9,7 +9,6 @@ texture = ExtResource("1_kau30")
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_hqcdo"] [sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_hqcdo"]
parameter_name = "Texture2DParameter" parameter_name = "Texture2DParameter"
qualifier = 2
texture_type = 1 texture_type = 1
texture_filter = 1 texture_filter = 1
@ -17,7 +16,6 @@ texture_filter = 1
output_port_for_preview = 0 output_port_for_preview = 0
expanded_output_ports = [0] expanded_output_ports = [0]
parameter_name = "Color" parameter_name = "Color"
qualifier = 2
default_value_enabled = true default_value_enabled = true
default_value = Color(0, 1, 0, 0.752941) default_value = Color(0, 1, 0, 0.752941)
@ -51,7 +49,6 @@ op_type = 2
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_8utgl"] [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_8utgl"]
parameter_name = "Float" parameter_name = "Float"
qualifier = 2
default_value_enabled = true default_value_enabled = true
default_value = 1.0 default_value = 1.0
@ -80,8 +77,8 @@ render_mode blend_mix, depth_draw_always, cull_back, diffuse_lambert, specular_s
uniform sampler2D Texture2DParameter : source_color, filter_nearest; uniform sampler2D Texture2DParameter : source_color, filter_nearest;
uniform sampler2D tex_frg_7; uniform sampler2D tex_frg_7;
instance uniform float Float = 1.0; uniform float Float = 1.0;
instance uniform vec4 Color : source_color = vec4(0.000000, 1.000000, 0.000000, 0.752941); uniform vec4 Color : source_color = vec4(0.000000, 1.000000, 0.000000, 0.752941);
@ -150,6 +147,8 @@ void fragment() {
" "
modes/depth_draw = 1 modes/depth_draw = 1
flags/depth_prepass_alpha = true flags/depth_prepass_alpha = true
preview_params/Texture2DParameter = "Resource(\"res://Scenes/TowerBase/funboxtex.png\")"
preview_params/Float = "1.0"
nodes/fragment/0/position = Vector2(1220, 280) nodes/fragment/0/position = Vector2(1220, 280)
nodes/fragment/2/node = SubResource("VisualShaderNodeInput_nxokf") nodes/fragment/2/node = SubResource("VisualShaderNodeInput_nxokf")
nodes/fragment/2/position = Vector2(-580, 180) nodes/fragment/2/position = Vector2(-580, 180)
@ -162,11 +161,11 @@ nodes/fragment/8/position = Vector2(-60, 340)
nodes/fragment/9/node = SubResource("VisualShaderNodeFloatFunc_h0gpf") nodes/fragment/9/node = SubResource("VisualShaderNodeFloatFunc_h0gpf")
nodes/fragment/9/position = Vector2(140, 360) nodes/fragment/9/position = Vector2(140, 360)
nodes/fragment/13/node = SubResource("VisualShaderNodeTexture_ugjxq") nodes/fragment/13/node = SubResource("VisualShaderNodeTexture_ugjxq")
nodes/fragment/13/position = Vector2(260, 140) nodes/fragment/13/position = Vector2(260, 120)
nodes/fragment/14/node = SubResource("VisualShaderNodeTexture2DParameter_hqcdo") nodes/fragment/14/node = SubResource("VisualShaderNodeTexture2DParameter_hqcdo")
nodes/fragment/14/position = Vector2(-60, 0) nodes/fragment/14/position = Vector2(-60, -240)
nodes/fragment/15/node = SubResource("VisualShaderNodeColorParameter_rwgpq") nodes/fragment/15/node = SubResource("VisualShaderNodeColorParameter_rwgpq")
nodes/fragment/15/position = Vector2(40, 940) nodes/fragment/15/position = Vector2(20, 1040)
nodes/fragment/18/node = SubResource("VisualShaderNodeVectorOp_g2jnk") nodes/fragment/18/node = SubResource("VisualShaderNodeVectorOp_g2jnk")
nodes/fragment/18/position = Vector2(500, 340) nodes/fragment/18/position = Vector2(500, 340)
nodes/fragment/19/node = SubResource("VisualShaderNodeVectorOp_ddxtc") nodes/fragment/19/node = SubResource("VisualShaderNodeVectorOp_ddxtc")

Binary file not shown.

View File

@ -33,15 +33,19 @@ animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false animation/import_rest_as_RESET=false
import_script/path="" import_script/path=""
_subresources={ _subresources={
"materials": {
"Material": {
"use_external/enabled": true,
"use_external/path": "uid://dsi0ofa74tfc4"
}
},
"meshes": { "meshes": {
"funbox_Cube_001": { "funbox_Cube_001": {
"generate/lightmap_uv": 0, "generate/lightmap_uv": 0,
"generate/lods": 0, "generate/lods": 0,
"generate/shadow_meshes": 0, "generate/shadow_meshes": 0,
"lods/normal_merge_angle": 60.0, "lods/normal_merge_angle": 60.0,
"lods/normal_split_angle": 25.0, "save_to_file/enabled": true,
"save_to_file/enabled": false,
"save_to_file/make_streamable": "",
"save_to_file/path": "res://textmesh.res" "save_to_file/path": "res://textmesh.res"
} }
} }

View File

@ -0,0 +1,12 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://bi0grduhgdma4"]
[ext_resource type="Shader" uid="uid://dsi0ofa74tfc4" path="res://Scenes/TowerBase/dissolve.tres" id="1_id1v3"]
[ext_resource type="Texture2D" uid="uid://bmor4v4j7krgh" path="res://Scenes/TowerBase/funboxtex.png" id="2_8kmo6"]
[resource]
resource_local_to_scene = true
render_priority = 0
shader = ExtResource("1_id1v3")
shader_parameter/Texture2DParameter = ExtResource("2_8kmo6")
shader_parameter/Float = 1.0
shader_parameter/Color = Color(0, 1, 0, 0.752941)

View File

@ -0,0 +1,59 @@
class_name TowerBase extends StaticBody3D
@export var inventory: Inventory
@export var block: Node3D
@export var collider: CollisionShape3D
@export var minimap_icon: Sprite3D
var game_manager: GameManager
var owner_id: int
var point: FlowNode
var tower: Tower = null
var has_card: bool :
set(_value):
return
get:
return inventory.size != 0
func set_color(color: Color) -> void:
$MeshInstance3D.material_override.set("shader_parameter/Color", color)
func set_float(value: float) -> void:
$MeshInstance3D.material_override.set("shader_parameter/Float", value)
func add_card(card: Card, caller_id: int) -> void:
networked_spawn_tower.rpc(Data.cards.find(card), caller_id)
func remove_card() -> void:
networked_remove_tower.rpc()
func toggle_collision() -> void:
collider.disabled = !collider.disabled
@rpc("reliable", "call_local", "any_peer")
func networked_spawn_tower(card_index: int, caller_id: int) -> void:
var card: Card = Data.cards[card_index]
inventory.add(card)
tower = inventory.contents.keys()[0].turret_scene.instantiate() as Tower
tower.stats = inventory.contents.keys()[0].tower_stats
tower.name = "tower"
tower.base_name = name
tower.owner_id = caller_id
tower.position = Vector3(0, 1.2, 0)
minimap_icon.modulate = Color.RED
add_child(tower)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_tower() -> void:
game_manager.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
game_manager.connected_players_nodes[tower.owner_id].unready_self()
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN

View File

@ -1,56 +1,33 @@
[gd_scene load_steps=10 format=3 uid="uid://ddbbwx0yy16lh"] [gd_scene load_steps=7 format=3 uid="uid://ddbbwx0yy16lh"]
[ext_resource type="Script" uid="uid://si58bm4r7r2i" path="res://Scripts/tower_base.gd" id="1_kalmg"] [ext_resource type="Script" uid="uid://si58bm4r7r2i" path="res://Scenes/TowerBase/tower_base.gd" id="1_kalmg"]
[ext_resource type="Script" uid="uid://do24iuot0j7d7" path="res://Scripts/inventory.gd" id="2_m0oxx"] [ext_resource type="Script" uid="uid://do24iuot0j7d7" path="res://Scripts/inventory.gd" id="2_m0oxx"]
[ext_resource type="ArrayMesh" uid="uid://cr83c74ys8rll" path="res://Scenes/TowerBase/textmesh.res" id="3_ly30x"] [ext_resource type="Material" uid="uid://bi0grduhgdma4" path="res://Scenes/TowerBase/new_shader_material.tres" id="3_ueedj"]
[ext_resource type="ArrayMesh" uid="uid://cm5xjp442ew0y" path="res://textmesh.res" id="4_8j8ue"]
[ext_resource type="Texture2D" uid="uid://ba85u6i558x4w" path="res://Assets/Textures/minimap_node.png" id="4_lbvtm"] [ext_resource type="Texture2D" uid="uid://ba85u6i558x4w" path="res://Assets/Textures/minimap_node.png" id="4_lbvtm"]
[sub_resource type="BoxShape3D" id="BoxShape3D_lc72v"] [sub_resource type="BoxShape3D" id="BoxShape3D_lc72v"]
size = Vector3(1.1, 1.1, 1.1) size = Vector3(1.381, 1.377, 1.381)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_o3uwr"] [node name="TowerBase" type="StaticBody3D" node_paths=PackedStringArray("inventory", "block", "collider", "minimap_icon") groups=["TowerBases"]]
albedo_color = Color(0.462745, 0.439216, 0.415686, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1i074"]
albedo_color = Color(0.462745, 0.439216, 0.415686, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jt61s"]
albedo_color = Color(0.462745, 0.439216, 0.415686, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_t32n1"]
albedo_color = Color(0.462745, 0.439216, 0.415686, 1)
[node name="Node3D" type="StaticBody3D" node_paths=PackedStringArray("inventory", "block", "collider", "minimap_icon", "north_icon", "south_icon", "east_icon", "west_icon", "north_mesh", "south_mesh", "east_mesh", "west_mesh", "north_collider", "south_collider", "east_collider", "west_collider") groups=["TowerBases"]]
collision_layer = 17 collision_layer = 17
script = ExtResource("1_kalmg") script = ExtResource("1_kalmg")
inventory = NodePath("Inventory") inventory = NodePath("Inventory")
block = NodePath("MeshInstance3D") block = NodePath("MeshInstance3D")
collider = NodePath("CollisionShape3D") collider = NodePath("CollisionShape3D")
minimap_icon = NodePath("MinimapIcon") minimap_icon = NodePath("MinimapIcon")
north_icon = NodePath("North/NorthMinimapIcon")
south_icon = NodePath("South/SouthMinimapIcon")
east_icon = NodePath("East/EastMinimapIcon")
west_icon = NodePath("West/WestMinimapIcon")
north_mesh = NodePath("North")
south_mesh = NodePath("South")
east_mesh = NodePath("East")
west_mesh = NodePath("West")
north_collider = NodePath("CollisionShape3D2")
south_collider = NodePath("CollisionShape3D3")
east_collider = NodePath("CollisionShape3D5")
west_collider = NodePath("CollisionShape3D4")
[node name="Inventory" type="Node" parent="."] [node name="Inventory" type="Node" parent="."]
script = ExtResource("2_m0oxx") script = ExtResource("2_m0oxx")
max_size = 1 max_size = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.688315, 0.00199121)
shape = SubResource("BoxShape3D_lc72v") shape = SubResource("BoxShape3D_lc72v")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0) material_override = ExtResource("3_ueedj")
mesh = ExtResource("3_ly30x") mesh = ExtResource("4_8j8ue")
[node name="MinimapIcon" type="Sprite3D" parent="."] [node name="MinimapIcon" type="Sprite3D" parent="."]
transform = Transform3D(3.5, 0, 0, 0, -1.5299e-07, 3.5, 0, -3.5, -1.5299e-07, 0, 1.5, 0) transform = Transform3D(3.5, 0, 0, 0, -1.5299e-07, 3.5, 0, -3.5, -1.5299e-07, 0, 1.5, 0)
@ -58,79 +35,3 @@ layers = 4
modulate = Color(0, 1, 0, 1) modulate = Color(0, 1, 0, 1)
texture_filter = 0 texture_filter = 0
texture = ExtResource("4_lbvtm") texture = ExtResource("4_lbvtm")
[node name="North" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 0.45, 0)
visible = false
size = Vector3(1, 0.9, 0.5)
material = SubResource("StandardMaterial3D_o3uwr")
[node name="NorthMinimapIcon" type="Sprite3D" parent="North"]
transform = Transform3D(3.5, 0, 0, 0, -6.7097e-08, 3.5, 0, -1.535, -1.5299e-07, 0.0251597, 1, 0)
layers = 4
modulate = Color(0, 1, 0, 1)
texture_filter = 0
texture = ExtResource("4_lbvtm")
[node name="CollisionShape3D2" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 0.55, 0)
visible = false
shape = SubResource("BoxShape3D_lc72v")
disabled = true
[node name="South" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.45, 0)
visible = false
size = Vector3(1, 0.9, 0.5)
material = SubResource("StandardMaterial3D_1i074")
[node name="SouthMinimapIcon" type="Sprite3D" parent="South"]
transform = Transform3D(3.5, 0, 0, 0, -6.7097e-08, 3.5, 0, -1.535, -1.5299e-07, -0.0251607, 1, 0)
layers = 4
modulate = Color(0, 1, 0, 1)
texture_filter = 0
texture = ExtResource("4_lbvtm")
[node name="CollisionShape3D3" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.55, 0)
visible = false
shape = SubResource("BoxShape3D_lc72v")
disabled = true
[node name="East" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.45, -0.5)
visible = false
size = Vector3(0.5, 0.9, 1)
material = SubResource("StandardMaterial3D_jt61s")
[node name="EastMinimapIcon" type="Sprite3D" parent="East"]
transform = Transform3D(1.535, 0, 0, 0, -1.5299e-07, 3.5, 0, -3.5, -1.5299e-07, 0, 1, 0.0248078)
layers = 4
modulate = Color(0, 1, 0, 1)
texture_filter = 0
texture = ExtResource("4_lbvtm")
[node name="CollisionShape3D5" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, -0.5)
visible = false
shape = SubResource("BoxShape3D_lc72v")
disabled = true
[node name="West" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.45, 0.5)
visible = false
size = Vector3(0.5, 0.9, 1)
material = SubResource("StandardMaterial3D_t32n1")
[node name="WestMinimapIcon" type="Sprite3D" parent="West"]
transform = Transform3D(1.535, 0, 0, 0, -1.5299e-07, 3.5, 0, -3.5, -1.5299e-07, 0, 1, -0.0252527)
layers = 4
modulate = Color(0, 1, 0, 1)
texture_filter = 0
texture = ExtResource("4_lbvtm")
[node name="CollisionShape3D4" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0.5)
visible = false
shape = SubResource("BoxShape3D_lc72v")
disabled = true

View File

@ -17,27 +17,27 @@ albedo_color = Color(0.356863, 0.87451, 0.94902, 1)
[node name="Node3D" type="Node3D"] [node name="Node3D" type="Node3D"]
[node name="CSGBox3D2" type="CSGBox3D" parent="."] [node name="CSGBox3D2" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.02, 0.475) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.02, 0.625)
size = Vector3(1, 0.04, 0.05) size = Vector3(1.25, 0.04, 0.05)
material = SubResource("StandardMaterial3D_xt3aj") material = SubResource("StandardMaterial3D_xt3aj")
[node name="CSGBox3D3" type="CSGBox3D" parent="."] [node name="CSGBox3D3" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.02, -0.475) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.02, -0.625)
size = Vector3(1, 0.04, 0.05) size = Vector3(1.25, 0.04, 0.05)
material = SubResource("StandardMaterial3D_gbm1j") material = SubResource("StandardMaterial3D_gbm1j")
[node name="CSGBox3D4" type="CSGBox3D" parent="."] [node name="CSGBox3D4" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.475, 0.02, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.625, 0.02, 0)
size = Vector3(0.05, 0.04, 1) size = Vector3(0.05, 0.04, 1.3)
material = SubResource("StandardMaterial3D_18qg8") material = SubResource("StandardMaterial3D_18qg8")
[node name="CSGBox3D5" type="CSGBox3D" parent="."] [node name="CSGBox3D5" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.475, 0.02, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.625, 0.02, 0)
size = Vector3(0.05, 0.04, 1) size = Vector3(0.05, 0.04, 1.3)
material = SubResource("StandardMaterial3D_ip8b2") material = SubResource("StandardMaterial3D_ip8b2")
[node name="Sprite3D" type="Sprite3D" parent="."] [node name="Sprite3D" type="Sprite3D" parent="."]
transform = Transform3D(3.5, 0, 0, 0, -1.5299e-07, 3.5, 0, -3.5, -1.5299e-07, 0, 0, 0) transform = Transform3D(4, 0, 0, 0, -1.74846e-07, 4, 0, -4, -1.74846e-07, 0, 0, 0)
layers = 4 layers = 4
texture_filter = 0 texture_filter = 0
texture = ExtResource("1_phew5") texture = ExtResource("1_phew5")

View File

@ -11,9 +11,9 @@ func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
if targets.has(enemy): if targets.has(enemy):
enemy.apply_effect(effect) enemy.apply_effect(effect)
if Data.preferences.display_tower_damage_indicators and effect.damage > 0: if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
spawn_damage_indicator(effect.damage, enemy.sprite.global_position) spawn_damage_indicator(effect.damage, enemy.d_n.global_position)
else: else:
for enemy: EnemyController in targets: for enemy: EnemyController in targets:
enemy.apply_effect(effect) enemy.apply_effect(effect)
if Data.preferences.display_tower_damage_indicators and effect.damage > 0: if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
spawn_damage_indicator(effect.damage, enemy.sprite.global_position) spawn_damage_indicator(effect.damage, enemy.d_n.global_position)

View File

@ -5,4 +5,4 @@ func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
for enemy: EnemyController in targets: for enemy: EnemyController in targets:
enemy.apply_effect(effect) enemy.apply_effect(effect)
if Data.preferences.display_tower_damage_indicators and effect.damage > 0: if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
spawn_damage_indicator(effect.damage, enemy.sprite.global_position) spawn_damage_indicator(effect.damage, enemy.d_n.global_position)

View File

@ -1,6 +1,13 @@
class_name EnemyMovement extends Node class_name EnemyMovement extends Node
@export var character: CharacterBody3D @export var character: EnemyController
var astar: AStarGraph3D
var distance_remaining: float = 0.0 var distance_remaining: float = 0.0
var speed: float = 0.0
func _ready() -> void:
#TODO: make deterministic random
var variance: float = randf_range(-1.0, 1.0)
var variance_max: float = 0.03 # Enemy speed can vary by 3% from their base speed
speed = character.stats.movement_speed + (variance * variance_max)

View File

@ -10,6 +10,7 @@ class_name LeapingController extends PathingController
@export var souths: Sprite3D @export var souths: Sprite3D
@export var box: CSGBox3D @export var box: CSGBox3D
@export var tol: Label @export var tol: Label
@export var jump_distance: float = 4.0
var tolerance: float = 50.0 var tolerance: float = 50.0
var jumping: bool = false var jumping: bool = false
@ -21,20 +22,19 @@ func _process(delta: float) -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if !path or jumping: if !next_node or jumping:
return return
var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta walk(delta)
distance_remaining -= distance_travelled consider_leap(Vector3.FORWARD)
path_progress += distance_travelled consider_leap(Vector3.LEFT)
var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true) consider_leap(Vector3.BACK)
character.global_position = sample.origin consider_leap(Vector3.RIGHT)
character.look_at(character.global_position + -sample.basis.z) #var closest_point: int = astar.astar.get_closest_point(character.global_position, false)
var closest_point: int = astar.astar.get_closest_point(character.global_position, false) #box.global_position = astar.astar.get_point_position(closest_point)
box.global_position = astar.astar.get_point_position(closest_point) #var east: int = astar.get_east_point(closest_point)
var east: int = astar.get_east_point(closest_point) #var west: int = astar.get_west_point(closest_point)
var west: int = astar.get_west_point(closest_point) #var north: int = astar.get_north_point(closest_point)
var north: int = astar.get_north_point(closest_point) #var south: int = astar.get_south_point(closest_point)
var south: int = astar.get_south_point(closest_point)
#if east >= 0 and astar.astar.is_point_disabled(east): #if east >= 0 and astar.astar.is_point_disabled(east):
#eastl.text = "fuck no" #eastl.text = "fuck no"
#else: #else:
@ -51,95 +51,117 @@ func _physics_process(delta: float) -> void:
#southl.text = "fuck no" #southl.text = "fuck no"
#else: #else:
#southl.text = "yeah" #southl.text = "yeah"
norths.global_position = character.global_position + Vector3(-1.0, 1.0, 0.0) #norths.global_position = character.global_position + Vector3(-1.0, 1.0, 0.0)
souths.global_position = character.global_position + Vector3(1.0, 1.0, 0.0) #souths.global_position = character.global_position + Vector3(1.0, 1.0, 0.0)
easts.global_position = character.global_position + Vector3(0.0, 1.0, -1.0) #easts.global_position = character.global_position + Vector3(0.0, 1.0, -1.0)
wests.global_position = character.global_position + Vector3(0.0, 1.0, 1.0) #wests.global_position = character.global_position + Vector3(0.0, 1.0, 1.0)
if east >= 0:
if astar.astar.is_point_disabled(east):
var further_point: int = astar.get_east_point(east)
if further_point >= 0 and !astar.astar.is_point_disabled(further_point): #if east >= 0:
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, -4.0)) #if astar.astar.is_point_disabled(east):
var current_offset: float = path.get_closest_offset(character.global_position) #var further_point: int = astar.get_east_point(east)
var gain: float = expected_offset - current_offset #if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
if gain >= tolerance: #var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, -4.0))
distance_remaining -= gain #var current_offset: float = path.get_closest_offset(character.global_position)
path_progress += gain #var gain: float = expected_offset - current_offset
leap(Vector3(0.0, 0.0, -4.0)) #if gain >= tolerance:
eastl.text = str(gain) #distance_remaining -= gain
#easts.visible = true ##path_progress += gain
else: #leap(Vector3(0.0, 0.0, -4.0))
eastl.text = "cant" #eastl.text = str(gain)
else: ##easts.visible = true
eastl.text = "clear" #else:
else: #eastl.text = "cant"
eastl.text = "invalid" #else:
if west >= 0: #eastl.text = "clear"
if astar.astar.is_point_disabled(west): #else:
var further_point: int = astar.get_west_point(west) #eastl.text = "invalid"
if further_point >= 0 and !astar.astar.is_point_disabled(further_point): #if west >= 0:
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, 4.0)) #if astar.astar.is_point_disabled(west):
var current_offset: float = path.get_closest_offset(character.global_position) #var further_point: int = astar.get_west_point(west)
var gain: float = expected_offset - current_offset #if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
if gain >= tolerance: #var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, 4.0))
distance_remaining -= gain #var current_offset: float = path.get_closest_offset(character.global_position)
path_progress += gain #var gain: float = expected_offset - current_offset
leap(Vector3(0.0, 0.0, 4.0)) #if gain >= tolerance:
westl.text = str(gain) #distance_remaining -= gain
#wests.visible = true ##path_progress += gain
else: #leap(Vector3(0.0, 0.0, 4.0))
westl.text = "cant" #westl.text = str(gain)
else: ##wests.visible = true
westl.text = "clear" #else:
else: #westl.text = "cant"
westl.text = "invalid" #else:
if north >= 0: #westl.text = "clear"
if astar.astar.is_point_disabled(north): #else:
var further_point: int = astar.get_north_point(north) #westl.text = "invalid"
if further_point >= 0 and !astar.astar.is_point_disabled(further_point): #if north >= 0:
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(-4.0, 0.0, 0.0)) #if astar.astar.is_point_disabled(north):
var current_offset: float = path.get_closest_offset(character.global_position) #var further_point: int = astar.get_north_point(north)
var gain: float = expected_offset - current_offset #if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
if gain >= tolerance: #var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(-4.0, 0.0, 0.0))
distance_remaining -= gain #var current_offset: float = path.get_closest_offset(character.global_position)
path_progress += gain #var gain: float = expected_offset - current_offset
leap(Vector3(-4.0, 0.0, 0.0)) #if gain >= tolerance:
northl.text = str(gain) #distance_remaining -= gain
#norths.visible = true ##path_progress += gain
else: #leap(Vector3(-4.0, 0.0, 0.0))
northl.text = "cant" #northl.text = str(gain)
else: ##norths.visible = true
northl.text = "clear" #else:
else: #northl.text = "cant"
northl.text = "invalid" #else:
if south >= 0: #northl.text = "clear"
if astar.astar.is_point_disabled(south): #else:
var further_point: int = astar.get_south_point(south) #northl.text = "invalid"
if further_point >= 0 and !astar.astar.is_point_disabled(further_point): #if south >= 0:
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(4.0, 0.0, 0.0)) #if astar.astar.is_point_disabled(south):
var current_offset: float = path.get_closest_offset(character.global_position) #var further_point: int = astar.get_south_point(south)
var gain: float = expected_offset - current_offset #if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
if gain >= tolerance: #var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(4.0, 0.0, 0.0))
distance_remaining -= gain #var current_offset: float = path.get_closest_offset(character.global_position)
path_progress += gain #var gain: float = expected_offset - current_offset
leap(Vector3(4.0, 0.0, 0.0)) #if gain >= tolerance:
southl.text = str(gain) #distance_remaining -= gain
#souths.visible = true ##path_progress += gain
else: #leap(Vector3(4.0, 0.0, 0.0))
southl.text = "cant" #southl.text = str(gain)
else: ##souths.visible = true
southl.text = "clear" #else:
else: #southl.text = "cant"
southl.text = "invalid" #else:
#southl.text = "clear"
#else:
#southl.text = "invalid"
func consider_leap(direction: Vector3) -> void:
var node: FlowNode = check_jump(character.global_position + (direction * jump_distance))
if node:
var expected_distance_remaining: float = calculate_distance_to_goal(node)
expected_distance_remaining += (character.global_position + (direction * jump_distance)).distance_to(node.global_position)
var gain: float = distance_remaining - expected_distance_remaining
if gain >= tolerance:
distance_remaining -= gain
leap(direction * jump_distance)
next_node = node
func finish_jump() -> void: func finish_jump() -> void:
jumping = false jumping = false
func check_jump(destination: Vector3) -> FlowNode:
var closest_point: FlowNode = flow_field.get_closest_traversable_point(destination)
if !closest_point.best_path or closest_point.global_position.distance_to(destination) > 1.2:
return null
return closest_point.best_path
func leap(to_point: Vector3) -> void: func leap(to_point: Vector3) -> void:
jumping = true jumping = true
var tween: Tween = create_tween() var tween: Tween = create_tween()
tween.tween_property(character, "global_position", character.global_position + (to_point / 2.0) + Vector3.UP, 0.5) tween.tween_property(character, "global_position", character.global_position + (to_point / 2.0) + Vector3.UP, 0.3)
tween.tween_property(character, "global_position", character.global_position + to_point, 0.5) tween.tween_property(character, "global_position", character.global_position + to_point, 0.3)
tween.tween_callback(finish_jump) tween.tween_callback(finish_jump)

View File

@ -1,21 +1,61 @@
class_name PathingController extends EnemyMovement class_name PathingController extends EnemyMovement
var path: Curve3D #var path: Curve3D
var path_progress: float = 0.0 #var path_progress: float = 0.0
var flow_field: FlowField
var next_node: FlowNode :
get():
return next_node
set(value):
next_node = value
var found_point: bool = false
while !found_point:
#TODO: make deterministic random
var x: float = randf_range(-1, 1)
var y: float = randf_range(-1, 1)
if Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y).distance_to(next_node.global_position) <= 1.0:
found_point = true
next_pos = Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y)
var next_pos: Vector3
func _ready() -> void: func _ready() -> void:
if path: super._ready()
distance_remaining = path.get_baked_length() #if path:
# distance_remaining = path.get_baked_length()
next_node = flow_field.get_closest_traversable_point(character.global_position)
distance_remaining += calculate_distance_to_goal(next_node)
func calculate_distance_to_goal(node: FlowNode) -> float:
var distance: float = 0.0
distance += character.global_position.distance_to(node.global_position)
if node.best_path:
var then_next_node: FlowNode = node.best_path
distance += node.global_position.distance_to(then_next_node.global_position)
while then_next_node.best_path:
distance += then_next_node.global_position.distance_to(then_next_node.best_path.global_position)
then_next_node = then_next_node.best_path
return distance
func walk(delta: float) -> void:
var distance_travelled: float = (speed * clampf(speed, 0.0, 1.0)) * delta
distance_remaining -= distance_travelled
character.global_position = character.global_position.move_toward(next_pos, distance_travelled)
character.look_at(next_pos)
if character.global_position.distance_to(next_pos) <= 0.05:
next_node = next_node.best_path
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if !path: #if !path:
# return
if !next_node:
return return
var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta walk(delta)
distance_remaining -= distance_travelled #path_progress += distance_travelled
path_progress += distance_travelled #var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true) #character.global_position = sample.origin
character.global_position = sample.origin #character.look_at(character.global_position + -sample.basis.z)
character.look_at(character.global_position + -sample.basis.z) #var closest_point: Vector3 = path.get_closest_point(character.global_position)
var closest_point: Vector3 = path.get_closest_point(character.global_position)

View File

@ -36,13 +36,13 @@ func hit(target: CharacterBody3D) -> void:
target.apply_effect(effect) target.apply_effect(effect)
if owner_id == 0: if owner_id == 0:
if Data.preferences.display_tower_damage_indicators: if Data.preferences.display_tower_damage_indicators:
spawn_damage_indicator(target.sprite.global_position) spawn_damage_indicator(target.d_n.global_position)
if owner_id == multiplayer.get_unique_id(): if owner_id == multiplayer.get_unique_id():
if Data.preferences.display_self_damage_indicators: if Data.preferences.display_self_damage_indicators:
spawn_damage_indicator(target.sprite.global_position) spawn_damage_indicator(target.d_n.global_position)
if owner_id != 0 and owner_id != multiplayer.get_unique_id(): if owner_id != 0 and owner_id != multiplayer.get_unique_id():
if Data.preferences.display_party_damage_indicators: if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.sprite.global_position) spawn_damage_indicator(target.d_n.global_position)
@rpc("reliable") @rpc("reliable")

View File

@ -2,6 +2,7 @@ class_name Enemy extends Resource
@export var title: String = "dog" @export var title: String = "dog"
@export var target_type: Data.EnemyType @export var target_type: Data.EnemyType
@export var scene: PackedScene
@export var icon: Texture @export var icon: Texture
@export var death_sprite: Texture @export var death_sprite: Texture
@export var sprite: AtlasTexture @export var sprite: AtlasTexture

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@ -6,6 +6,11 @@ var save_slot: int = 0
var twenty_game_history: Array[bool] = [] var twenty_game_history: Array[bool] = []
var wins: int = 0 var wins: int = 0
var losses: int = 0 var losses: int = 0
var winrate: int :
get():
return int((float(twenty_game_history.count(true)) / float(twenty_game_history.size())) * 100.0)
set(_value):
return
#Engineer #Engineer
var engineer_cards_bought: int = 0 var engineer_cards_bought: int = 0

View File

@ -37,4 +37,4 @@ func networked_hit(target_path: String, target_hitbox_path: String) -> void:
var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
hit(target, target_hitbox) hit(target, target_hitbox)
if Data.preferences.display_party_damage_indicators: if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.sprite.global_position) spawn_damage_indicator(target.d_n.global_position)

View File

@ -30,7 +30,7 @@ func shoot() -> void:
if target_hitbox is Hitbox: if target_hitbox is Hitbox:
hit(target, target_hitbox) hit(target, target_hitbox)
if Data.preferences.display_self_damage_indicators: if Data.preferences.display_self_damage_indicators:
spawn_damage_indicator(target.sprite.global_position) spawn_damage_indicator(target.d_n.global_position)
networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox)) networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox))
@ -51,4 +51,4 @@ func networked_hit(target_path: String, target_hitbox_path: String) -> void:
var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
hit(target, target_hitbox) hit(target, target_hitbox)
if Data.preferences.display_party_damage_indicators: if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.sprite.global_position) spawn_damage_indicator(target.d_n.global_position)

View File

@ -1,265 +0,0 @@
class_name AStarGraph3D extends Node3D
@export var grid_size: Vector2i = Vector2i(15, 7)
@export var point_gap: float = 2.0
var non_build_locations: Array = []
var astar: AStar3D = AStar3D.new()
#TODO generalize this better
@export var end: Node3D
@export var spawners: Array[EnemySpawner]
@export var tower_path: Node
var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
var tower_frame_scene: PackedScene = load("res://Scenes/tower_frame.tscn")
var tower_bases: Array = []
var tower_base_ids: Dictionary = {}
var tower_frames: Array = []
var wall_id: int = 0
func _ready() -> void:
for spawner: EnemySpawner in spawners:
spawner.astar = self
func toggle_point(point_id: int, caller_id: int) -> void:
networked_toggle_point.rpc(point_id, caller_id)
func remove_wall(wall: TowerBase) -> void:
networked_remove_wall.rpc(wall.point_id)
toggle_point(wall.point_id, multiplayer.get_unique_id())
func point_is_build_location(point_id: int) -> bool:
return !non_build_locations.has(point_id)
func test_path_if_point_toggled(point_id: int) -> bool:
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
var result: bool = find_path()
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
return result
@rpc("reliable", "any_peer", "call_local")
func networked_toggle_point(point_id: int, caller_id: int) -> void:
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
find_path()
enable_non_path_tower_frames()
if is_multiplayer_authority() and astar.is_point_disabled(point_id):
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id, caller_id)
wall_id += 1
func get_north_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if x - 1 >= 0: #if the north point id could possibly exist as a neighbor
return (x - 1) * grid_size.y + y
return -1
func get_south_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if x + 1 <= grid_size.x - 1: #if the south point id could possibly exist as a neighbor
return (x + 1) * grid_size.y + y
return -1
func get_west_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if y + 1 <= grid_size.y - 1: #if the east point id could possibly exist as a neighbor
return x * grid_size.y + y + 1
return -1
func get_east_point(point_id: int) -> int:
var x: int = floori(float(point_id) / float(grid_size.y))
var y: int = point_id % grid_size.y
if y - 1 >= 0: #if the west point id could possibly exist as a neighbor
return x * grid_size.y + y - 1
return -1
func count_valid_neighbours(point_id: int) -> int:
if !point_id:
return 0
var valid_neighbours: int = 0
var north_point: int = get_north_point(point_id)
var south_point: int = get_south_point(point_id)
var east_point: int = get_east_point(point_id)
var west_point: int = get_west_point(point_id)
if north_point and !astar.is_point_disabled(north_point):
valid_neighbours += 1
else: #add the spawn point which is always valid
valid_neighbours += 1
if south_point and !astar.is_point_disabled(south_point):
valid_neighbours += 1
else: #add the goal point which is always valid
valid_neighbours += 1
if east_point and !astar.is_point_disabled(east_point):
valid_neighbours += 1
if west_point and !astar.is_point_disabled(west_point):
valid_neighbours += 1
return valid_neighbours
func disable_all_tower_frames() -> void:
for frame: Node3D in tower_frames:
frame.set_visible(false)
func enable_non_path_tower_frames() -> void:
for frame: Node3D in tower_frames:
if !astar.is_point_disabled(tower_frames.find(frame)):
frame.set_visible(true)
disable_path_tower_frames()
func disable_path_tower_frames() -> void:
for id: int in astar.get_id_path(astar.get_point_count() - 2, astar.get_point_count() - 1):
if id < (grid_size.x * grid_size.y) and !test_path_if_point_toggled(id):
tower_frames[id].set_visible(false)
@rpc("reliable", "call_local")
func networked_spawn_wall(pos: Vector3, name_id: int, caller_id: int) -> void:
var base: TowerBase = tower_base_scene.instantiate() as TowerBase
base.position = pos
base.name = "Wall" + str(name_id)
base.owner_id = caller_id
var point_id: int = astar.get_closest_point(pos, true)
base.point_id = point_id
tower_base_ids[point_id] = base
tower_bases.append(base)
tower_path.add_child(base)
var north_point: int = get_north_point(point_id)
var south_point: int = get_south_point(point_id)
var east_point: int = get_east_point(point_id)
var west_point: int = get_west_point(point_id)
if north_point >= 0 and tower_base_ids.has(north_point) and astar.is_point_disabled(north_point):
base.set_north_wall(true)
tower_base_ids[north_point].set_south_wall(true)
if south_point >= 0 and tower_base_ids.has(south_point) and astar.is_point_disabled(south_point):
base.set_south_wall(true)
tower_base_ids[south_point].set_north_wall(true)
if east_point >= 0 and tower_base_ids.has(east_point) and astar.is_point_disabled(east_point):
base.set_east_wall(true)
tower_base_ids[east_point].set_west_wall(true)
if west_point >= 0 and tower_base_ids.has(west_point) and astar.is_point_disabled(west_point):
base.set_west_wall(true)
tower_base_ids[west_point].set_east_wall(true)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_wall(new_wall_id: int) -> void:
var wall: TowerBase = tower_base_ids[new_wall_id]
Game.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
Game.connected_players_nodes[wall.owner_id].unready_self()
tower_bases.erase(wall)
tower_base_ids.erase(new_wall_id)
wall.queue_free()
var north_point: int = get_north_point(new_wall_id)
var south_point: int = get_south_point(new_wall_id)
var east_point: int = get_east_point(new_wall_id)
var west_point: int = get_west_point(new_wall_id)
if north_point >= 0 and tower_base_ids.has(north_point) and astar.is_point_disabled(north_point):
tower_base_ids[north_point].set_south_wall(false)
if south_point >= 0 and tower_base_ids.has(south_point) and astar.is_point_disabled(south_point):
tower_base_ids[south_point].set_north_wall(false)
if east_point >= 0 and tower_base_ids.has(east_point) and astar.is_point_disabled(east_point):
tower_base_ids[east_point].set_west_wall(false)
if west_point >= 0 and tower_base_ids.has(west_point) and astar.is_point_disabled(west_point):
tower_base_ids[west_point].set_east_wall(false)
func build_random_maze(block_limit: int) -> void:
var untested_point_ids: Array = []
for index: int in (grid_size.x * grid_size.y):
untested_point_ids.append(index)
if block_limit <= 0 or block_limit > untested_point_ids.size():
block_limit = untested_point_ids.size()
for index: int in block_limit:
var random_point: int = untested_point_ids.pick_random()
untested_point_ids.erase(random_point)
if test_path_if_point_toggled(random_point):
networked_toggle_point.rpc(random_point, multiplayer.get_unique_id())
func place_random_towers(tower_limit: int) -> void:
var untowered_bases: Array = tower_bases.duplicate()
if tower_limit <= 0 or tower_limit > untowered_bases.size():
tower_limit = untowered_bases.size()
for index: int in tower_limit:
var random_base: TowerBase = untowered_bases.pick_random() as TowerBase
untowered_bases.erase(random_base)
random_base.add_card(Data.cards.pick_random(), multiplayer.get_unique_id())
func find_path() -> bool:
for spawn: EnemySpawner in spawners:
var path: PackedVector3Array = astar.get_point_path(spawn.astar_point_id, astar.get_point_count() - 1)
if !path.is_empty():
var curve: Curve3D = Curve3D.new()
for point: Vector3 in path:
curve.add_point(point)
spawn.path.global_position = Vector3.ZERO
spawn.path.curve = curve
else:
return false
spawners[0].path.spawn_visualizer_points()
return true
func make_grid() -> void:
for x: int in grid_size.x:
for y: int in grid_size.y:
var point_position: Vector3 = Vector3((x - floori(grid_size.x / 2.0)) * point_gap, 0.5, (y - floori(grid_size.y / 2.0)) * point_gap)
astar.add_point(int(x * grid_size.y + y), point_position)
var frame: Node3D = tower_frame_scene.instantiate()
frame.position = point_position
tower_frames.append(frame)
add_child(frame)
for x: int in grid_size.x:
for y: int in grid_size.y:
var point_id: int = grid_size.y * x + y
if x > 0:
var north_point_id: int = grid_size.y * (x - 1) + y
astar.connect_points(point_id, north_point_id, false)
if x < grid_size.x - 1:
var south_point_id: int = grid_size.y * (x + 1) + y
astar.connect_points(point_id, south_point_id, false)
if y > 0:
var east_point_id: int = grid_size.y * x + (y - 1)
astar.connect_points(point_id, east_point_id, false)
if y < grid_size.y - 1:
var west_point_id: int = grid_size.y * x + (y + 1)
astar.connect_points(point_id, west_point_id, false)
for spawn: EnemySpawner in spawners:
non_build_locations.append(astar.get_point_count())
spawn.astar_point_id = astar.get_point_count()
astar.add_point(astar.get_point_count(), spawn.global_position)
for x: int in grid_size.y:
astar.connect_points(int(astar.get_point_count() - 1), x)
non_build_locations.append(astar.get_point_count())
astar.add_point(astar.get_point_count(), end.global_position)
for x: int in grid_size.y:
astar.connect_points(astar.get_point_count() - 1, int(grid_size.y * (grid_size.x - 1) + x))

View File

@ -1 +0,0 @@
uid://u404brdoaku

View File

@ -13,7 +13,8 @@ var username: String = "default"
var color: Color = Color.TOMATO var color: Color = Color.TOMATO
var fading: bool = true var fading: bool = true
var time_to_fade: float = 2.0 var time_to_fade: float = 2.0
var time_since_started_fading:float = 2.0 var time_since_started_fading: float = 2.0
var game_manager: GameManager
func _process(delta: float) -> void: func _process(delta: float) -> void:
@ -43,7 +44,7 @@ func _input(event: InputEvent) -> void:
text_selected = false text_selected = false
if input_line.text.length() != 0: if input_line.text.length() != 0:
if input_line.text.begins_with("/"): if input_line.text.begins_with("/"):
Game.parse_command(input_line.text, multiplayer.get_unique_id()) game_manager.parse_command(input_line.text, multiplayer.get_unique_id())
else: else:
append_message.rpc(username, color, input_line.text) append_message.rpc(username, color, input_line.text)
input_line.clear() input_line.clear()

View File

@ -4,7 +4,7 @@ class_name CinematicCamManager extends Node3D
@export var cameras: Array[Camera3D] @export var cameras: Array[Camera3D]
@export var pan_speed: float = 1.0 @export var pan_speed: float = 1.0
var current_cam: int = 0 var current_cam: int = 0
var does_its_thing: bool = true @export var does_its_thing: bool = true
func _ready() -> void: func _ready() -> void:

View File

@ -2,7 +2,6 @@ extends Node
var characters: Array[HeroClass] var characters: Array[HeroClass]
var cards: Array[Card] var cards: Array[Card]
var enemies: Array[Enemy]
#var keymaps: Array[PlayerKeymap] #var keymaps: Array[PlayerKeymap]
var mods: Dictionary[String, String] var mods: Dictionary[String, String]
var graphics: PlayerGraphicsSettings var graphics: PlayerGraphicsSettings
@ -13,14 +12,14 @@ var save_data: SaveData
var keymap_data: KeymapData var keymap_data: KeymapData
const DEFAULT_SERVER_PORT: int = 58008 const DEFAULT_SERVER_PORT: int = 58008
var wall_cost: int = 1
var printer_cost: int = 15
enum EnergyType {UNDEFINED = 0, DISCRETE = 1, CONTINUOUS = 2} enum EnergyType {UNDEFINED = 0, DISCRETE = 1, CONTINUOUS = 2}
enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3} enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3}
enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2} 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}
var rarity_weights: Dictionary = {
static var wall_cost: int = 1
static var printer_cost: int = 15
static var rarity_weights: Dictionary = {
"COMMON" = 50, "COMMON" = 50,
"UNCOMMON" = 30, "UNCOMMON" = 30,
"RARE" = 10, "RARE" = 10,
@ -114,11 +113,3 @@ func _ready() -> void:
load_classes() load_classes()
load_cards("res://Cards") load_cards("res://Cards")
enemies.append(preload("res://Resources/Enemies/dog.tres"))
enemies.append(preload("res://Resources/Enemies/dog_fast.tres"))
enemies.append(preload("res://Resources/Enemies/dog_heavy.tres"))
enemies.append(preload("res://Resources/Enemies/dog_boss.tres"))
enemies.append(preload("res://Resources/Enemies/airenemy.tres"))
enemies.append(preload("res://Resources/Enemies/airenemy2.tres"))
enemies.append(preload("res://Resources/Enemies/leapfrog.tres"))

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@ -1,178 +0,0 @@
class_name EditTool extends Node3D
@export var hero: Hero
@export var inventory: Inventory
@export var ray: RayCast3D
@export var wall_preview: TowerBase
@export var progress_bar: TextureProgressBar
var enabled: bool = true
var point_id: int = -1
var obstacle_last_point: int = -1
var valid_point: bool = false
var is_looking_at_tower_base: bool = false
var tower_preview: Tower
var last_tower_base: TowerBase
var last_collider: Object
var last_card: Card
var ray_collider: Object
var ray_point: Vector3
var interact_key_held: bool = false
var interacted_once: bool = false
var interact_held_time: float = 0.0
var interact_hold_time: float = 0.4
func _ready() -> void:
var c: Color = Color.GREEN
c.a = 0.8
wall_preview.set_color(c)
wall_preview.set_float(0.0)
wall_preview.toggle_collision()
func _process(delta: float) -> void:
if !enabled:
ray_collider = null
wall_preview.set_visible(false)
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_float(1.0)
last_collider = null
return
if interact_key_held and !interacted_once and valid_point and hero.currency >= Data.wall_cost and ray.is_colliding() and Game.level.a_star_graph_3d.point_is_build_location(point_id):
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
wall_preview.set_float(interact_held_time / interact_hold_time)
if interact_held_time >= interact_hold_time:
set_progress_percent(0)
interacted_once = true
build_wall()
if interact_key_held and !interacted_once and last_collider and ray.is_colliding():
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
if interact_held_time >= interact_hold_time:
set_progress_percent(0)
interacted_once = true
refund_wall(last_collider)
if !interact_key_held:
interact_held_time = 0.0
interacted_once = false
set_progress_percent(0)
wall_preview.set_float(0.0)
point_id = -1
if !interacted_once and ray.is_colliding():
if !interact_key_held:
wall_preview.set_visible(true)
ray_collider = ray.get_collider()
ray_point = ray.get_collision_point()
is_looking_at_tower_base = ray_collider is TowerBase
if is_looking_at_tower_base:
valid_point = false
point_id = ray_collider.point_id
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_float(1.0)
last_collider = null
if tower_preview:
delete_tower_preview()
wall_preview.set_visible(false)
last_collider = ray_collider
ray_collider.set_color(Color.RED)
ray_collider.set_float(0.0)
if inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != last_card:
spawn_tower_preview()
elif Game.level:
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_float(1.0)
last_collider = null
if tower_preview:
delete_tower_preview()
point_id = Game.level.a_star_graph_3d.astar.get_closest_point(ray_point)
if !Game.level.a_star_graph_3d.point_is_build_location(point_id) or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
else:
var point_position: Vector3 = Game.level.a_star_graph_3d.astar.get_point_position(point_id)
wall_preview.global_position = point_position
wall_preview.global_rotation = Vector3.ZERO
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if Game.level.a_star_graph_3d.test_path_if_point_toggled(point_id):
var c: Color = Color.GREEN
c.a = 0.8
wall_preview.set_color(c)
wall_preview.set_float(0.0)
valid_point = true
else:
#build_preview_material.albedo_color = Color.RED
#build_preview_material.albedo_color.a = 0.8
valid_point = false
else:
ray_collider = null
is_looking_at_tower_base = false
delete_tower_preview()
wall_preview.set_visible(false)
if !valid_point:
wall_preview.set_visible(false)
func spawn_tower_preview() -> void:
delete_tower_preview()
last_tower_base = ray_collider
var card: Card = inventory.contents.keys()[hero.inventory_selected_index]
last_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
last_card = null
if is_instance_valid(tower_preview):
tower_preview.queue_free()
tower_preview = 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:
if point_id >= 0 and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
Game.level.a_star_graph_3d.toggle_point(point_id, multiplayer.get_unique_id())
wall_preview.set_visible(false)
func refund_wall(wall: TowerBase) -> void:
if !is_instance_valid(wall):
return
last_collider = null
if wall.has_card:
wall.remove_card()
Game.level.a_star_graph_3d.remove_wall(wall)
func put_card_in_tower_base(tower_base: TowerBase) -> void:
if tower_base.has_card:
tower_base.remove_card()
elif inventory.size > 0:
var card: Card = inventory.remove_at(hero.inventory_selected_index)
if !inventory.contents.has(card):
hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
hero.place_card_audio.play()
func set_progress_percent(value: float) -> void:
progress_bar.value = progress_bar.max_value * value

View File

@ -6,13 +6,12 @@ signal enemy_spawned()
@export var leap_enemy_scene: PackedScene @export var leap_enemy_scene: PackedScene
@export var air_enemy_scene: PackedScene @export var air_enemy_scene: PackedScene
@export var path: VisualizedPath @export var path: VisualizedPath
var astar: AStarGraph3D @export var flow_field: FlowField
@export var own_id: int = 0 @export var own_id: int = 0
@export var type: Data.EnemyType @export var type: Data.EnemyType
@export var dest: Node3D @export var dest: Node3D
@export var enemy_path: Node @export var enemy_path: Node
var astar_point_id: int = 0
var enemy_died_callback: Callable var enemy_died_callback: Callable
var enemy_reached_goal_callback: Callable var enemy_reached_goal_callback: Callable
var current_wave: Array[EnemyCard] var current_wave: Array[EnemyCard]
@ -22,6 +21,13 @@ var enemies_spawned: Dictionary = {}
var enemies_to_spawn: int = 0 var enemies_to_spawn: int = 0
var done_spawning: bool = true var done_spawning: bool = true
var enemy_id: int = 0 var enemy_id: int = 0
var new_path: Path3D
var path_polygon: PackedScene = preload("res://path_polygon.tscn")
var game_manager: GameManager
func _ready() -> void:
create_path()
func _process(delta: float) -> void: func _process(delta: float) -> void:
@ -29,56 +35,90 @@ func _process(delta: float) -> void:
done_spawning = true done_spawning = true
return return
for x: Enemy in enemy_spawn_timers: for enemy: Enemy in enemy_spawn_timers:
if enemies_spawned[x] == enemy_types_to_spawn[x]: if enemies_spawned[enemy] == enemy_types_to_spawn[enemy]:
continue continue
var enemy_stats: Enemy = x enemy_spawn_timers[enemy] += delta
enemy_spawn_timers[x] += delta
if enemy_spawn_timers[x] >= enemy_stats.spawn_cooldown: if enemy_spawn_timers[enemy] >= enemy.spawn_cooldown:
if is_multiplayer_authority(): if is_multiplayer_authority():
if type == Data.EnemyType.LAND: if type == Data.EnemyType.LAND:
networked_spawn_land_enemy.rpc(Data.enemies.find(enemy_stats), own_id, enemy_id) networked_spawn_land_enemy.rpc(enemy.title, own_id, enemy_id)
if type == Data.EnemyType.AIR: if type == Data.EnemyType.AIR:
var radius: float = 10.0 var radius: float = 10.0
var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1)) var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized() var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
networked_spawn_air_enemy.rpc(Data.enemies.find(enemy_stats), random_pos, own_id, enemy_id) networked_spawn_air_enemy.rpc(enemy.title, random_pos, own_id, enemy_id)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown enemy_spawn_timers[enemy] -= enemy.spawn_cooldown
enemy_spawned.emit() enemy_spawned.emit()
enemy_id += 1 enemy_id += 1
enemies_spawned[x] += 1 enemies_spawned[enemy] += 1
enemies_to_spawn -= 1 enemies_to_spawn -= 1
#TODO: not sure enemies need all this info over the network #TODO: not sure enemies need all this info over the network
#TODO: generalize enemy scene selection, i.e. store the scenes in the enemy
#card like towers do
@rpc("reliable", "call_local") @rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats: int, id1: int, id2: int) -> void: func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in game_manager.level.enemy_pool:
if enemy.title == enemy_stats:
e_stats = enemy
var enemy: EnemyController var enemy: EnemyController
if enemy_stats != 6: enemy = e_stats.scene.instantiate()
enemy = land_enemy_scene.instantiate() as EnemyController enemy.corpse_root = game_manager.level.corpses
else:
enemy = leap_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2) enemy.name = str(id1) + str(id2)
enemy.stats = Data.enemies[enemy_stats] enemy.stats = e_stats
enemy.died.connect(enemy_died_callback) enemy.died.connect(enemy_died_callback)
enemy.reached_goal.connect(enemy_reached_goal_callback) enemy.reached_goal.connect(enemy_reached_goal_callback)
enemy.movement_controller.path = path.curve #enemy.movement_controller.path = path.curve
enemy.movement_controller.astar = astar #enemy.movement_controller.astar = astar
enemy.movement_controller.flow_field = flow_field
enemy.position = global_position enemy.position = global_position
enemy_path.add_child(enemy) enemy_path.add_child(enemy)
func create_path() -> void:
if type != Data.EnemyType.LAND:
return
new_path = Path3D.new()
new_path.curve = Curve3D.new()
add_child(new_path)
var polygon: CSGPolygon3D = path_polygon.instantiate()
new_path.add_child(polygon)
polygon.mode = CSGPolygon3D.MODE_PATH
polygon.path_node = new_path.get_path()
new_path.global_position = Vector3.ZERO
update_path()
func update_path() -> void:
if type != Data.EnemyType.LAND:
return
new_path.curve.add_point(global_position + Vector3(0, 0.5, 0))
new_path.curve = Curve3D.new()
var node: FlowNode = flow_field.get_closest_traversable_point(global_position)
new_path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
while node.best_path:
node = node.best_path
new_path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
@rpc("reliable", "call_local") @rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats: int, pos: Vector3, id1: int, id2: int) -> void: func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
var enemy: EnemyController = air_enemy_scene.instantiate() as EnemyController var e_stats: Enemy = null
for enemy: Enemy in game_manager.level.enemy_pool:
if enemy.title == enemy_stats:
e_stats = enemy
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy.corpse_root = game_manager.level.corpses
enemy.name = str(id1) + str(id2) enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position enemy.position = pos + global_position
enemy.stats = Data.enemies[enemy_stats] enemy.stats = e_stats
enemy.died.connect(enemy_died_callback) enemy.died.connect(enemy_died_callback)
enemy.reached_goal.connect(enemy_reached_goal_callback) enemy.reached_goal.connect(enemy_reached_goal_callback)
enemy.movement_controller.goal = dest enemy.movement_controller.goal = dest

155
Scripts/flow_field_tool.gd Normal file
View File

@ -0,0 +1,155 @@
class_name FlowFieldTool extends Node
@export var flow_field: FlowField
@export var raycast: RayCast3D
@export var project_raycast: RayCast3D
@export var camera: Camera3D
@export var camera_pivot: Node3D
@export var position_field: HBoxContainer
@export var x_field: LineEdit
@export var y_field: LineEdit
@export var z_field: LineEdit
@export var x_size_field: LineEdit
@export var y_size_field: LineEdit
@export var gap_field: LineEdit
var hover: FlowNode = null
var selected: Array[FlowNode] = []
var vector_dirty: bool = false
func _ready() -> void:
camera.make_current()
func _process(delta: float) -> void:
if raycast.is_colliding() and (!hover or hover != raycast.get_collider()):
hover = raycast.get_collider()
if hover and !raycast.is_colliding():
hover = null
if selected.size() == 1 and vector_dirty:
position_field.visible = true
x_field.text = str(selected[0].global_position.x)
y_field.text = str(selected[0].global_position.y)
z_field.text = str(selected[0].global_position.z)
vector_dirty = false
elif selected.size() != 1:
position_field.visible = false
for node: FlowNode in flow_field.nodes:
if node.traversable and node.buildable:
node.set_color(Color.WEB_GRAY)
elif node.traversable and !node.buildable:
node.set_color(Color.CORAL)
else:
node.set_color(Color.BLACK)
if flow_field.goals.has(node):
node.set_color(Color.BLUE)
if flow_field.starts.has(node):
node.set_color(Color.PINK)
if selected.has(node):
node.set_color(Color.GREEN)
if node == hover:
node.set_color(Color.RED)
var y: float = Input.get_axis("Move Forward", "Move Backward")
var x: float = Input.get_axis("Move Left", "Move Right")
camera_pivot.position += Vector3(x, 0, y) * delta * 10
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var from: Vector3 = camera.project_ray_origin(event.position)
var to: Vector3 = camera.project_local_ray_normal(event.position)
raycast.global_position = from
raycast.target_position = to * 1000.0
if event is InputEventMouseButton and event.button_index == 1 and hover:
if !selected.has(hover):
selected.append(hover)
vector_dirty = true
if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0:
selected = []
func _on_x_field_changed(text: String) -> void:
selected[0].global_position.x = float(text)
func _on_y_field_changed(text: String) -> void:
selected[0].global_position.y = float(text)
func _on_z_field_changed(text: String) -> void:
selected[0].global_position.z = float(text)
func _on_create_button_pressed() -> void:
flow_field.create_node()
func _on_generate_grid_button_pressed() -> void:
flow_field.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text))
selected.append_array(flow_field.nodes)
func _on_calculate_button_pressed() -> void:
flow_field.calculate()
func _on_connect_button_pressed() -> void:
flow_field.connect_many_nodes(selected[0], selected.slice(1, selected.size()))
func _on_mark_goal_button_pressed() -> void:
flow_field.toggle_goal(selected)
selected = []
vector_dirty = true
func _on_mark_start_button_pressed() -> void:
flow_field.toggle_start(selected)
selected = []
vector_dirty = true
func _on_extrude_button_pressed() -> void:
if selected.size() == 1:
var node: FlowNode = flow_field.create_node(selected[0].position)
node.add_connection(selected[0])
selected[0].add_connection(node)
selected[0].set_color(Color.WEB_GRAY)
selected = []
selected.append(node)
vector_dirty = true
func _on_toggle_traversable_button_pressed() -> void:
for node: FlowNode in selected:
if !flow_field.toggle_traversable(node):
flow_field.toggle_traversable(node)
selected = []
return
selected = []
func _on_toggle_buildable_button_pressed() -> void:
for node: FlowNode in selected:
flow_field.toggle_buildable(node)
func _on_finalize_button_pressed() -> void:
var packed_scene: PackedScene = PackedScene.new()
packed_scene.pack(flow_field)
ResourceSaver.save(packed_scene, "res://flow_field_tool_output.tscn")
#TODO: This doesnt work as you'd expect because of physics frames
func _on_project_downwards_button_pressed() -> void:
for node: FlowNode in selected:
project_raycast.global_position = node.global_position + Vector3.UP
project_raycast.target_position = Vector3.DOWN * 100.0
await get_tree().physics_frame
await get_tree().physics_frame
await get_tree().physics_frame
await get_tree().physics_frame
if project_raycast.is_colliding():
node.global_position = project_raycast.get_collision_point()

View File

@ -0,0 +1 @@
uid://05c5q1v2nv8p

View File

@ -1,8 +1,10 @@
class_name FlowNode extends StaticBody3D class_name FlowNode extends StaticBody3D
var connections: Array[FlowNode] @export var connections: Array[FlowNode]
var visualisers: Array[CSGBox3D] @export var visualisers: Array[Node3D]
var traversable: bool = true var visual_scene: PackedScene = preload("res://cube2.tscn")
@export var traversable: bool = true
@export var buildable: bool = true
var best_path: FlowNode : var best_path: FlowNode :
get(): get():
return best_path return best_path
@ -12,33 +14,44 @@ var best_path: FlowNode :
set_connector_color(best_path, Color.DARK_GREEN) set_connector_color(best_path, Color.DARK_GREEN)
func _ready() -> void:
visualisers = []
for node: FlowNode in connections:
var visual: Node3D = visual_scene.instantiate()
add_child(visual)
visual.owner = self
visualisers.append(visual)
set_connector_color(node, Color.WEB_GRAY)
func _process(delta: float) -> void: func _process(delta: float) -> void:
for i: int in connections.size(): if visible:
var distance: float = global_position.distance_to(connections[i].global_position) for i: int in connections.size():
visualisers[i].size = Vector3(0.3, 0.3, 1.0 * (distance / 2.0)) var distance: float = global_position.distance_to(connections[i].global_position)
visualisers[i].position = to_local(connections[i].global_position) / 4.0 visualisers[i].scale = Vector3(0.3, 0.3, 1.0 * (distance / 2.0))
if distance >= 0.05: visualisers[i].position = to_local(connections[i].global_position) / 4.0
visualisers[i].look_at(connections[i].global_position) if distance >= 0.05:
visualisers[i].look_at(connections[i].global_position)
func set_color(new_color: Color) -> void: func set_color(new_color: Color) -> void:
$CSGSphere3D.material.albedo_color = new_color $flow_node/Sphere.material_override.albedo_color = new_color
func set_connector_color(node: FlowNode, new_color: Color) -> void: func set_connector_color(node: FlowNode, new_color: Color) -> void:
var i: int = connections.find(node) if visible:
visualisers[i].material.albedo_color = new_color var i: int = connections.find(node)
visualisers[i].get_child(0).material_override.albedo_color = new_color
func add_connection(node: FlowNode) -> void: func add_connection(node: FlowNode) -> void:
if !connections.has(node): if !connections.has(node):
var visual: CSGBox3D = CSGBox3D.new() var visual: Node3D = visual_scene.instantiate()
visual.material = StandardMaterial3D.new()
visual.material.resource_local_to_scene = true
visual.material.albedo_color = Color.DARK_GRAY
add_child(visual) add_child(visual)
visual.owner = self
connections.append(node) connections.append(node)
visualisers.append(visual) visualisers.append(visual)
set_connector_color(node, Color.WEB_GRAY)
func remove_connection(node: FlowNode) -> void: func remove_connection(node: FlowNode) -> void:

View File

@ -1,19 +1,20 @@
class_name GameManager
extends Node extends Node
signal wave_started(wave_number: int) signal wave_started(wave_number: int)
signal wave_finished(wave_number: int) signal wave_finished(wave_number: int)
signal base_took_damage(remaining_health: int) signal base_took_damage(remaining_health: int)
signal rng_seeded
signal game_setup signal game_setup
signal game_started signal game_started
signal lost_game signal lost_game
signal won_game signal won_game
signal rng_seeded
signal switch_to_single_player
signal switch_to_multi_player
signal switch_to_main_menu
var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn") var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
var player_scene: PackedScene = load("res://PCs/hero.tscn") var player_scene: PackedScene = load("res://PCs/hero.tscn")
var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
var game_end_scene: PackedScene = load("res://Scenes/Menus/GameEndScreen/game_end_screen.tscn") var game_end_scene: PackedScene = load("res://Scenes/Menus/GameEndScreen/game_end_screen.tscn")
var connected_players_nodes: Dictionary = {} var connected_players_nodes: Dictionary = {}
var game_active: bool = false var game_active: bool = false
@ -29,7 +30,7 @@ var wave_limit: int = 20
var starting_cash: int = 25 var starting_cash: int = 25
var shop_chance: float = 0.0 var shop_chance: float = 0.0
var stats: RoundStats var stats: RoundStats
var rng: FastNoiseLite
#TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff #TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff
var connected_player_profiles: Dictionary = {} var connected_player_profiles: Dictionary = {}
@ -39,25 +40,17 @@ func _ready() -> void:
UILayer = CanvasLayer.new() UILayer = CanvasLayer.new()
UILayer.layer = 2 UILayer.layer = 2
get_tree().root.add_child.call_deferred(UILayer) get_tree().root.add_child.call_deferred(UILayer)
var version_label: Label = Label.new()
var version: String = ProjectSettings.get_setting("application/config/version")
@rpc("reliable", "call_local") version_label.text = "WORK IN PROGRESS | ALPHA - VERSION " + version + " | PLAYTEST"
func set_seed(value: int) -> void: version_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
rng = FastNoiseLite.new() version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
rng.noise_type = FastNoiseLite.TYPE_VALUE version_label.add_theme_font_size_override("font_size", 18)
rng.frequency = 30 version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
rng.fractal_octaves = 2 version_label.set_anchors_preset(Control.PRESET_TOP_WIDE)
rng.fractal_gain = 0.1 UILayer.add_child(version_label)
rng.seed = value Input.set_custom_mouse_cursor(load("res://Assets/Textures/cursor_none.png"), Input.CURSOR_ARROW, Vector2(9, 6))
rng_seeded.emit() Input.set_custom_mouse_cursor(load("res://Assets/Textures/bracket_b_vertical.png"), Input.CURSOR_IBEAM, Vector2(16, 16))
func randi_in_range(sample: float, output_start: int, output_end: int) -> int:
return floori(remap(rng.get_noise_1d(sample), -1.0, 1.0, float(output_start), float(output_end + 1)))
func randf_in_range(sample: float, output_start: float, output_end: float) -> float:
return remap(rng.get_noise_1d(sample), -1.0, 1.0, output_start, output_end)
func parse_command(text: String, peer_id: int) -> void: func parse_command(text: String, peer_id: int) -> void:
@ -99,7 +92,7 @@ func parse_command(text: String, peer_id: int) -> void:
else: else:
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(rng.seed)) chatbox.append_message("SERVER", Color.TOMATO, str(NoiseRandom.noise.seed))
# if text.substr(1, 17) == "show tower ranges": # if text.substr(1, 17) == "show tower ranges":
# pass # pass
# if text.substr(1, 20) = "show gauntlet ranges": # if text.substr(1, 20) = "show gauntlet ranges":
@ -117,8 +110,10 @@ func networked_set_wave(wave_number: int) -> void:
func spawn_level() -> void: func spawn_level() -> void:
level = level_scene.instantiate() as Level level = level_scene.instantiate() as Level
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.path = level.a_star_graph_3d.visualized_path
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
x.enemy_spawned.connect(increase_enemy_count) x.enemy_spawned.connect(increase_enemy_count)
@ -132,6 +127,9 @@ func spawn_players() -> void:
for peer_id: int in player_array: for peer_id: int in player_array:
var player: Hero = player_scene.instantiate() as Hero var player: Hero = player_scene.instantiate() as Hero
player.name = str(peer_id) player.name = str(peer_id)
player.game_manager = self
player.edit_tool.level = level
player.hud.map_anchor = level
player.player_name_tag.text = connected_player_profiles[peer_id].display_name player.player_name_tag.text = connected_player_profiles[peer_id].display_name
player.position = level.player_spawns[p_i].global_position player.position = level.player_spawns[p_i].global_position
player.profile = connected_player_profiles[peer_id] player.profile = connected_player_profiles[peer_id]
@ -169,10 +167,12 @@ func ready_player(player_ready_true: bool) -> void:
func spawn_enemy_wave() -> void: func spawn_enemy_wave() -> void:
level.shop.close() level.shop.close()
wave += 1 wave += 1
level.a_star_graph_3d.find_path() level.disable_all_tower_frames()
level.a_star_graph_3d.disable_all_tower_frames() #level.a_star_graph_3d.find_path()
#level.a_star_graph_3d.disable_all_tower_frames()
level.flow_field.calculate()
for spawn: EnemySpawner in level.enemy_spawns: for spawn: EnemySpawner in level.enemy_spawns:
spawn.path.disable_visualization() #spawn.path.disable_visualization()
spawn.spawn_wave() spawn.spawn_wave()
wave_started.emit(wave) wave_started.emit(wave)
@ -248,13 +248,14 @@ func end_wave() -> void:
connected_players_nodes[peer_id].unready_self() connected_players_nodes[peer_id].unready_self()
for spawn: EnemySpawner in level.enemy_spawns: for spawn: EnemySpawner in level.enemy_spawns:
spawn.path.enable_visualization() spawn.path.enable_visualization()
level.a_star_graph_3d.enable_non_path_tower_frames() #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 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 += 0.07 shop_chance += 0.09
wave_finished.emit(wave) wave_finished.emit(wave)
set_upcoming_wave() set_upcoming_wave()
@ -291,6 +292,12 @@ func setup() -> void:
game_setup.emit() game_setup.emit()
@rpc("reliable", "call_local")
func set_seed(value: int) -> void:
NoiseRandom.set_seed(value)
rng_seeded.emit()
func start() -> void: func start() -> void:
if is_multiplayer_authority(): if is_multiplayer_authority():
set_seed.rpc(gamemode.rng_seed) set_seed.rpc(gamemode.rng_seed)
@ -304,15 +311,18 @@ func start() -> void:
#Relies on rng having been seeded #Relies on rng having been seeded
set_upcoming_wave() set_upcoming_wave()
level.a_star_graph_3d.make_grid() level.flow_field.calculate()
level.enemy_spawns[0].update_path()
#level.a_star_graph_3d.make_grid()
level.generate_obstacles() level.generate_obstacles()
level.a_star_graph_3d.disable_all_tower_frames() level.enable_non_path_tower_frames()
level.a_star_graph_3d.enable_non_path_tower_frames() #level.a_star_graph_3d.disable_all_tower_frames()
level.a_star_graph_3d.find_path() #level.a_star_graph_3d.enable_non_path_tower_frames()z
#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(rng.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)) #print("started game with seed: " + str(gamemode.rng_seed))
@ -324,6 +334,7 @@ func end(outcome: bool) -> void:
Data.save_data.add_game_outcome(outcome) Data.save_data.add_game_outcome(outcome)
Data.save_data.save_to_disc() Data.save_data.save_to_disc()
var menu: GameEndScreen = game_end_scene.instantiate() as GameEndScreen var menu: GameEndScreen = game_end_scene.instantiate() as GameEndScreen
menu.game_manager = self
match outcome: match outcome:
false: false:
menu.set_outcome_message("You lost...") menu.set_outcome_message("You lost...")
@ -349,12 +360,15 @@ func scene_switch_main_menu() -> void:
connected_players_nodes.clear() connected_players_nodes.clear()
multiplayer.multiplayer_peer.close() multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null multiplayer.multiplayer_peer = null
get_tree().change_scene_to_file(main_menu_scene_path) 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:
get_tree().change_scene_to_file(multiplayer_lobby_scene_path) 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:
get_tree().change_scene_to_file(singleplayer_lobby_scene_path) switch_to_single_player.emit()
#get_tree().change_scene_to_file(singleplayer_lobby_scene_path)

View File

@ -1,7 +1,9 @@
class_name Hitbox extends CollisionShape3D class_name Hitbox extends CollisionShape3D
@export var critical_zone: bool = false
signal took_damage(amount: int) signal took_damage(amount: int)
func damage(amount: int) -> void: func damage(amount: int) -> void:
took_damage.emit(amount) took_damage.emit(amount * 1.5 if critical_zone else amount)

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