more working with saves, tweaked ladder, made a mug and wet floor sign

This commit is contained in:
derek
2024-12-03 16:59:21 -06:00
parent ad11da38f8
commit dd960cc00e
22 changed files with 460 additions and 153 deletions

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@@ -48,9 +48,11 @@ func _ready():
##LOAD DATA
SaveLoad.load_persistent_data()
#refresh_scene()
if SaveLoad.data_cleared:
refresh_scene()
GameGlobals.game_loaded = true
SignalBus.emit_signal("game_loaded")
else:
SaveLoad.load_save_game_data()
@@ -61,8 +63,6 @@ func _ready():
if crown_target:
crown_target.add_child(crown_spawn)
crown_spawn.position = Vector3(0,2,0)
else:
get_tree().get_root().add_child(crown_spawn)
#global randomize function
randomize()

3
scripts/game_globals.gd Normal file
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@@ -0,0 +1,3 @@
extends Node
var game_loaded = false

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@@ -12,6 +12,7 @@ func _process(delta):
func _on_body_entered(body):
if body.is_in_group("player"):
body.is_climbing = true
body.global_position.y += .1
func _on_body_exited(body):

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@@ -197,7 +197,7 @@ func _physics_process(delta):
velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5) + (direction.x * DASH_SPEED)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5) + (direction.z * DASH_SPEED)
#ladder movement
elif is_climbing:
elif is_climbing and !is_on_floor():
gravity = 0.0
if direction:
velocity.y = -direction.z * speed * .75

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@@ -21,45 +21,45 @@ var rot_amount : float
# Called when the node enters the scene tree for the first time.
func _ready():
SignalBus.enemy_killed.connect(enemy_in_room_killed)
#SignalBus.enemy_count_changed.connect(assign_enemies)
SignalBus.game_loaded.connect(assign_elements)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if enemies.size() > 0:
#calculate move position for each child
for i in enemies:
if i.player_in_view == true:
#by number of minions determine the amount they should rotate around the player to be evenly distributed
number_enemies = enemies.size()
#return current array index
var enemy_rot_amount = enemies.find(i) * deg_to_rad(360 / number_enemies)
var player_pos = i.player.global_transform.origin
var enemy_pos = player_pos + Vector3(4,0,0)
var nav_pos : Vector3
nav_pos.x = player_pos.x + (enemy_pos.x-player_pos.x)*cos(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*sin(enemy_rot_amount)
nav_pos.z = player_pos.z + (enemy_pos.x-player_pos.x)*sin(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*cos(enemy_rot_amount)
i.nav_agent.set_target_position(nav_pos)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
elif i.player_in_view != true and i.player_last_seen != null:
i.nav_agent.set_target_position(i.player_last_seen)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
# loot on last enemy
if enemies.size() == 1:
if GameGlobals.game_loaded:
if enemies.size() > 0:
#calculate move position for each child
for i in enemies:
i.loot_amount = 20 #assign loot to the last enemy drop from this section
i.last_enemy = true
else:
enemy_in_room_killed()
if i.player_in_view == true:
#by number of minions determine the amount they should rotate around the player to be evenly distributed
number_enemies = enemies.size()
#return current array index
var enemy_rot_amount = enemies.find(i) * deg_to_rad(360 / number_enemies)
var player_pos = i.player.global_transform.origin
var enemy_pos = player_pos + Vector3(4,0,0)
var nav_pos : Vector3
nav_pos.x = player_pos.x + (enemy_pos.x-player_pos.x)*cos(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*sin(enemy_rot_amount)
nav_pos.z = player_pos.z + (enemy_pos.x-player_pos.x)*sin(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*cos(enemy_rot_amount)
i.nav_agent.set_target_position(nav_pos)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
elif i.player_in_view != true and i.player_last_seen != null:
i.nav_agent.set_target_position(i.player_last_seen)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
# loot on last enemy
if enemies.size() == 1:
for i in enemies:
i.loot_amount = 20 #assign loot to the last enemy drop from this section
i.last_enemy = true
else:
enemy_in_room_killed()
func assign_enemies():
func assign_elements():
for i in self.get_children():
if i.is_in_group("enemy"):
enemies.append(i)
@@ -69,6 +69,7 @@ func assign_enemies():
room_checks.append(i)
i.room_entered.connect(room_entered)
i.room_exited.connect(room_exited)
print("ENEMIES IN ROOM - ",enemies)
func enemy_in_room_killed():
var enemy_count = 0

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@@ -100,7 +100,7 @@ func save_game_data():
file.store_line(json_string)
file.close()
save_persistent_data()
func clear_save_game_data():
@@ -177,7 +177,9 @@ func load_save_game_data():
level_control.ammo_reserve = reserve_ammo
file.close()
#SignalBus.emit_signal("enemy_count_changed")
await get_tree().create_timer(1).timeout #need to fix this
SignalBus.emit_signal("game_loaded")
GameGlobals.game_loaded = true
else:
print("no data saved...")

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@@ -6,3 +6,4 @@ signal enemy_hit()
signal enemy_killed()
signal king_killed()
signal enemy_count_changed()
signal game_loaded()