fixed hud, moved weapon and ammo penalties to gamemode
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@@ -163,8 +163,8 @@ func cleared():
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func die():
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SignalBus.emit_signal("player_exiting_tree")
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#record stats
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GameGlobals.money_penalty()
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GameGlobals.weapon_penalty()
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gamemode.apply_money_penalty()
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gamemode.apply_weapon_penalty()
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if GameGlobals.player_deaths:
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GameGlobals.player_deaths += 1
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SaveLoad.save_user_data()
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@@ -43,23 +43,3 @@ func deposit_money():
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func _process(delta: float) -> void:
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pass
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#print("current level : ",get_tree().current_scene.scene_file_path)
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func money_penalty():
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var level_control = get_tree().current_scene
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#Do money penalty
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money = money * level_control.gamemode.money_lost_multiplier
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deposited_money = money
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func weapon_penalty():
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var level_control = get_tree().current_scene
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GameGlobals.ammo_reserve = {}
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match level_control.gamemode.weapon_penalty:
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0: #Drop All
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GameGlobals.held_guns = []
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1: #Drop Percentage
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var weapons_lost = GameGlobals.held_guns.size() * level_control.gamemode.weapon_drop_percentage
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for weapon in weapons_lost:
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GameGlobals.held_guns.erase(GameGlobals.held_guns.pick_random())
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2: #Do Nothing
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pass
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@@ -42,6 +42,8 @@ const CROSSHAIR_SIZE = Vector2(40,40)
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var pickup_notifs = []
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var can_spawn = true
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var dir_clamped = Vector2.ZERO
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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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# Get Viewport size
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@@ -227,16 +229,21 @@ func player_hit():
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func hud_wobble(delta):
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var viewport_height_adj = (get_viewport().size.y/1080)
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var HUD_WOBBLE_MAX : float = 40 * viewport_height_adj
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var MOUSE_AMT = 10 * viewport_height_adj
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var HUD_WOBBLE_MAX : float = 4 * viewport_height_adj
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var MOUSE_AMT = 1 * viewport_height_adj
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var VELOCITY_AMT = 100 * viewport_height_adj
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var HUD_SPEED = 10 * viewport_height_adj
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var HUD_MOVE_SPEED = 1 * viewport_height_adj
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var HUD_RETURN_SPEED = 10 * viewport_height_adj
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var dir_mouse = Vector2(-player.mouse_input.x * MOUSE_AMT,-player.mouse_input.y * MOUSE_AMT)
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var velocity_dir_transformed = player.velocity.normalized() * player.global_basis
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var velocity_lengh_clamped = clamp(player.velocity.length(),-VELOCITY_AMT,VELOCITY_AMT)
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var dir_velocity = Vector2(-velocity_dir_transformed.x * velocity_lengh_clamped,velocity_dir_transformed.y * velocity_lengh_clamped)
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var dir_clamped = clamp(dir_mouse + dir_velocity,Vector2(-HUD_WOBBLE_MAX,-HUD_WOBBLE_MAX),Vector2(HUD_WOBBLE_MAX,HUD_WOBBLE_MAX))
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var offset = lerp(position, dir_clamped, delta * HUD_SPEED)
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return offset
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#add movement
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dir_clamped += clamp(dir_mouse + dir_velocity,Vector2(-HUD_WOBBLE_MAX,-HUD_WOBBLE_MAX),Vector2(HUD_WOBBLE_MAX,HUD_WOBBLE_MAX))
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#return to zero over time
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dir_clamped = lerp(dir_clamped,Vector2.ZERO,delta * HUD_RETURN_SPEED)
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#apply offset
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return dir_clamped
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@@ -1,4 +1,5 @@
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extends Node
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class_name SwitchBasic
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@export var switch_override : bool = false
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@export var start_on : bool = false
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