Files
fps_project_1/scripts/game_globals.gd

63 lines
1.6 KiB
GDScript

extends Node
var game_loaded = false
var high_score : int = 0
var deposited_money : int = 0
var money : int = 0
var health : int = 0
var held_guns = []
var current_gun_index
var gun_ammo = {}
var ammo_reserve = {}
var loading_gamemode
var current_level = "res://scenes/HUBWORLD.tscn"
var current_gamemode
#Persistent Data
var user_id = 0
var last_leaderboard_id = 0
var user_names = ["Profile 1","Profile 2","Profile 3","Profile 4","Profile 5"]
var all_user_leaderboards = [["Global"]]
var current_leaderboard_name = all_user_leaderboards[user_id][last_leaderboard_id]
var playlist_test
var current_match
#Player Stats
var player_deaths = 0
var shots_fired = 0
var last_hit_path
var enemies_killed = 0
func _ready() -> void:
SignalBus.money_deposited.connect(deposit_money)
func deposit_money():
if money > deposited_money:
deposited_money = money
if deposited_money > high_score:
high_score = deposited_money
func _process(delta: float) -> void:
pass
#print("current level : ",get_tree().current_scene.scene_file_path)
func money_penalty():
var level_control = get_tree().current_scene
#Do money penalty
money = money * level_control.gamemode.money_lost_multiplier
deposited_money = money
func weapon_penalty():
var level_control = get_tree().current_scene
GameGlobals.ammo_reserve = {}
match level_control.gamemode.weapon_penalty:
0: #Drop All
GameGlobals.held_guns = []
1: #Drop Percentage
var weapons_lost = GameGlobals.held_guns.size() * level_control.gamemode.weapon_drop_percentage
for weapon in weapons_lost:
GameGlobals.held_guns.erase(GameGlobals.held_guns.pick_random())
2: #Do Nothing
pass