123 lines
3.5 KiB
GDScript
123 lines
3.5 KiB
GDScript
extends Node3D
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@export var player : Node
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@export var money = 250
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@export var health = 3
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@export var MAX_PARTICLES = 100
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@export var gun_1 : Resource
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@export var gun_2 : Resource
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@export_group("Drops")
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@export var ammo_drop_enabled = true
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@export var stamina_drop_enabled = true
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@export var health_drop_enabled = true
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@export var money_drop_enabled = true
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var ammo_drop = load("res://assets/ammo_pickup.tscn")
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var stamina_drop = load("res://assets/stamina_pickup.tscn")
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var health_drop = load("res://assets/health_pickup.tscn")
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var money_drop = load("res://assets/money_pickup.tscn")
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const CLEARED_ANNOUNCE = preload("res://assets/cleared_announce.tscn")
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const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
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var pickups = []
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var held_guns = []
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var ammo_current = [0]
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var ammo_reserve = [0]
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var guns_dict = {}
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var current_gun_index
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var particle_number = 0
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var enemy_hiveminds = []
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var remaining_enemies
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#global randomize function
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randomize()
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#assign pickups to array
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if ammo_drop_enabled == true:
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pickups.append(ammo_drop)
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if stamina_drop_enabled == true:
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pickups.append(stamina_drop)
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if health_drop_enabled == true:
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pickups.append(health_drop)
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if ammo_drop_enabled == true:
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pickups.append(ammo_drop)
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#Set up starting guns and ammo
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held_guns = [gun_1]
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var instance_gun = held_guns[0].instantiate()
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ammo_current[0] = instance_gun.max_ammo
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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if gun_2 != null:
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held_guns.append(gun_2)
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var instance_gun_2 = held_guns[1].instantiate()
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ammo_current.append(instance_gun_2.max_ammo)
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ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
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# Spawn first gun
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current_gun_index = 0
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gun_spawn(0)
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#find enemy hiveminds
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for node in get_tree().get_nodes_in_group("enemy_hivemind"):
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enemy_hiveminds.append(node)
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#count starting enemies
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enemy_count()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func gun_spawn(index):
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#loop around if scrolling past available guns
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if index > held_guns.size() - 1:
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index = 0
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elif index < 0:
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index = held_guns.size() - 1
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current_gun_index = index
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var instance_gun = held_guns[index].instantiate()
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instance_gun.global_transform.origin = player.weapon_spawner.position
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player.gun = instance_gun
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player.def_weapon_holder_pos = player.weapon_holder.position
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player.ammo = player.gun.max_ammo
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player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
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#player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
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instance_gun.gun_index = index
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instance_gun.anim_player.play("swap_in")
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player.weapon_holder.add_child(instance_gun)
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func enemy_count():
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var sum = 0
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for i in enemy_hiveminds:
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sum += i.minions.size()
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print("enemies: " + str(sum))
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if sum == 0:
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cleared()
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func cleared():
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Engine.time_scale = .05
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var clearedmsg = CLEARED_ANNOUNCE.instantiate()
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get_parent().add_child(clearedmsg)
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await get_tree().create_timer(.3).timeout
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get_tree().reload_current_scene()
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func die():
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Engine.time_scale = .05
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var deadmsg = DEAD_ANNOUNCE.instantiate()
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get_parent().add_child(deadmsg)
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await get_tree().create_timer(.3).timeout
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get_tree().reload_current_scene()
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#var instance_dead = dead_player.instantiate()
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#instance_dead.position = head.global_position
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#instance_dead.transform.basis = head.global_transform.basis
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#get_tree().get_root().add_child(instance_dead)
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func pickup_spawn():
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pickups.pick_random()
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print(pickups.pick_random())
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