Files
fps_project_1/scripts/LevelManager.gd
2024-12-04 19:52:26 -06:00

214 lines
6.0 KiB
GDScript

extends Node3D
@export var load_save : = true
@export var player : Node
@export var money = 250
@export var start_health = 3
@export var MAX_PARTICLES = 100
@export var gun_1 : Resource
@export var gun_2 : Resource
@export_group("Drops")
@export var ammo_drop_enabled = true
@export var stamina_drop_enabled = true
@export var health_drop_enabled = true
@export var money_drop_enabled = true
@onready var crown = preload("res://assets/crown.tscn")
var ammo_drop = [[load("res://assets/ammo_pickup.tscn")],["ammo"]]
var stamina_drop = [[load("res://assets/stamina_pickup.tscn")],["stamina"]]
var health_drop = [[load("res://assets/health_pickup.tscn")],["health"]]
var money_drop = [[load("res://assets/money_pickup.tscn")],["money"]]
var dead_player = preload("res://assets/dead_cam.tscn")
const CLEARED_ANNOUNCE = preload("res://assets/cleared_announce.tscn")
const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
var paused = false
var health = start_health
var pickups = []
var held_guns = []
var ammo_current = [0]
var ammo_reserve = [0]
var keys = []
var guns_dict = {}
var current_gun_index
var particle_number = 0
var enemy_hiveminds = []
var remaining_enemies
var last_hit : Node
var target_type
var respawn_position
var respawn_cam_rotation
var respawn_rot
var engine_time_scale_cache : float = 1.0
# Called when the node enters the scene tree for the first time.
func _ready():
#connect to signals
SignalBus.enemy_count_changed.connect(enemy_count)
#LOAD DATA
SaveLoad.load_persistent_data()
if SaveLoad.data_cleared or !load_save:
refresh_scene()
GameGlobals.game_loaded = true
SignalBus.emit_signal("game_loaded")
else:
SaveLoad.load_save_game_data()
#Spawn Crown
if SaveLoad.last_hit_path:
var crown_spawn = crown.instantiate()
var crown_target = get_node(SaveLoad.last_hit_path)
if crown_target:
crown_target.add_child(crown_spawn)
crown_spawn.position = Vector3(0,2,0)
#global randomize function
randomize()
#assign pickups to array
if ammo_drop_enabled == true:
pickups.append(ammo_drop)
if stamina_drop_enabled == true:
pickups.append(stamina_drop)
if health_drop_enabled == true:
pickups.append(health_drop)
if money_drop_enabled == true:
pickups.append(money_drop)
#clear spawned in objects
for node in get_tree().get_nodes_in_group("spawned"):
node.queue_free()
#find enemy hiveminds
for node in get_tree().get_nodes_in_group("enemy_hivemind"):
enemy_hiveminds.append(node)
#count starting enemies
enemy_count()
func refresh_scene():
health = start_health
respawn_position = player.camera.global_position
respawn_cam_rotation = player.global_transform.basis
if player:
#Set up starting guns and ammo
if gun_1 != null:
held_guns = [gun_1]
var instance_gun = held_guns[0].instantiate()
ammo_current[0] = instance_gun.max_ammo
ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
if gun_2 != null:
held_guns.append(gun_2)
var instance_gun_2 = held_guns[1].instantiate()
ammo_current.append(instance_gun_2.max_ammo)
ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
# Spawn first gun
if gun_1 != null:
current_gun_index = 0
gun_spawn(0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
#quit game and eventually go to menu
if Input.is_action_just_pressed("escape"):
pause_menu()
func gun_spawn(index):
#loop around if scrolling past available guns
if index > held_guns.size() - 1:
index = 0
elif index < 0:
index = held_guns.size() - 1
current_gun_index = index
var instance_gun = held_guns[index].instantiate()
instance_gun.global_transform.origin = player.weapon_spawner.position
player.gun = instance_gun
player.def_weapon_holder_pos = player.weapon_holder.position
player.ammo = player.gun.max_ammo
player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
#player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
instance_gun.gun_index = index
instance_gun.anim_player.play("swap_in")
player.weapon_holder.add_child(instance_gun)
func enemy_count():
var sum = 0
var enemies = get_tree().get_nodes_in_group("enemy")
for i in enemies:
if i.get_class() == "CharacterBody3D":
sum += 1
print("enemies: " + str(sum))
if sum == 0:
cleared()
func cleared():
var clearedmsg = CLEARED_ANNOUNCE.instantiate()
get_parent().add_child(clearedmsg)
await get_tree().create_timer(1).timeout
clearedmsg.queue_free()
func die():
#record stats
if SaveLoad.player_deaths:
SaveLoad.player_deaths += 1
else:
SaveLoad.player_deaths = 1
SaveLoad.save_persistent_data()
SaveLoad.clear_save_game_data()
var deadmsg = DEAD_ANNOUNCE.instantiate()
get_parent().add_child(deadmsg)
var instance_dead = dead_player.instantiate()
instance_dead.global_position = player.camera.global_position
instance_dead.transform.basis = player.global_transform.basis
if last_hit != null:
instance_dead.target = last_hit
SaveLoad.last_hit_path = str(last_hit.get_path())
instance_dead.target_type = target_type
instance_dead.respawn_position = respawn_position
instance_dead.respawn_rotation = respawn_cam_rotation
instance_dead.respawn_fov = player.camera.fov
get_tree().get_root().add_child(instance_dead)
instance_dead.camera.current = true
player.dead = true
player.toggle_hud(true)
player.gun.visible = false
player.health_indicator.color = Color(0.471, 0, 0, 0)
player.crosshair.visible = false
func pickup_spawn():
var item_type = pickups.pick_random()
var item_spawn = item_type[0][0].instantiate()
#var item_name = item_type[1][0]
item_spawn.rand_amt = randi_range(25,100)
return item_spawn
func pause_menu():
if paused:
Engine.time_scale = engine_time_scale_cache
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
player.toggle_hud(true)
player.pause_menu.hide()
else:
engine_time_scale_cache = Engine.time_scale
Engine.time_scale = 0
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
player.toggle_hud(false)
player.pause_menu.show()
paused = !paused
func save_quit():
SaveLoad.save_game_data()
get_tree().quit()