111 lines
3.0 KiB
GDScript
111 lines
3.0 KiB
GDScript
extends Node2D
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@onready var game: GameController = $".."
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@onready var crates: Node2D = $"../Crates"
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@onready var player: Player = $"../Player"
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var bullet = preload("res://scenes/bullet.tscn")
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var rocket = preload("res://scenes/rocket.tscn")
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var bulletArray:Array[Bullet] = []
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var totalAllowedBullets:int = 7
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var rocketDict:Dictionary = {}
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var totalAllowedRockets:int = 3
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#signals from the view
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player.pushSignal.connect(pushTarget)
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player.shootSignal.connect(makeBullet)
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player.fireSignal.connect(makeRocket)
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#signals from the GameController
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game.destroySignal.connect(destroy)
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game.fanTriggerSignal.connect(pushTarget)
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game.teleportTriggerSignal.connect(teleportTarget)
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buildLevel()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel()->void:
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#tell GC how many crates...
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updateCrates()
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func updateCrates()->void:
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var totalCrates = 0
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if crates:
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for obj in crates.get_children():
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if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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game.crateTotal(totalCrates)
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func pushTarget(body,pushDirection)->void:
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if body is RigidBody2D:
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body.apply_central_impulse(pushDirection)
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func stashBullet(bullet:Bullet)->void:
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#hide the bullet
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var stashPosition:Vector2 = Vector2(-100,-100)
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bullet.position = stashPosition
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bullet.setSpeed(0)
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bullet.set_process(false)
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func destroy(body)->void:
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match body:
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var bod when bod is Bullet:
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stashBullet(body)
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var bod when bod is Crate:
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body.queue_free()
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_:
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body.queue_free()
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func teleportTarget(body)->void:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0, viewport_size.x)
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var random_y = randf_range(0, viewport_size.y)
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var newPosition = Vector2(random_x,random_y)
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body.teleport_to(newPosition)
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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#how many bullets have been produced?
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if bulletArray.size() <= totalAllowedBullets:
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#make a new bullet
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myBullet = bullet.instantiate()
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add_sibling(myBullet)
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if not myBullet.bulletHitSignal.is_connected(game.bulletDamage):
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myBullet.bulletHitSignal.connect(game.bulletDamage)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(spawnPosition, speed)->void:
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print("make bullet")
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = spawnPosition
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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func rocketFactory()->Rocket:
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var myRocket:Rocket
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myRocket = rocket.instantiate()
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add_sibling(myRocket)
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var rocketStat={
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"damage": 10
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}
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rocketDict[myRocket]=rocketStat
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return myRocket
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func makeRocket(spawnPosition, direction, speed)->void:
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print("make a rocket")
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var myRocket:Rocket = rocketFactory()
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myRocket.splodeSignal.connect(destroy)
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myRocket.impactSignal.connect(game.rocketDamage)
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myRocket.transform = spawnPosition
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pushTarget(myRocket,direction*speed)
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