-
Notifications
You must be signed in to change notification settings - Fork 2
/
game_viewport.gd
229 lines (175 loc) · 6.98 KB
/
game_viewport.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
extends Viewport
var p_item = preload("res://entities/scoring/p_item.tscn")
var s_item = preload("res://entities/scoring/s_item.tscn")
var star_item = preload("res://entities/scoring/star_item.tscn")
var intro = preload("res://ui/ingame/stage_intro_1.tscn")
var pattern_1 = preload("res://entities/creeps/creep_pattern_1.tscn")
var pattern_2 = preload("res://entities/windranger/windranger.tscn")
var dialogue_system = preload("res://ui/dialogues/dialogue_system.tscn")
var intro_node
var vfx_bullet_explode = preload("res://vfx/bullet_explode.tscn")
var autocollect = false
signal boss_entered(boss_unit)
signal end_stage
signal game_over
func _ready():
$rendered_background.z_index = Global.CustomLayers.RENDERED_BACKGROUND - 5
$bgm_server.play_bgm(BGMServer.STAGE_1)
func _physics_process(delta):
check_autocollect()
func check_autocollect():
if PlayerVars.hp > 0 and (PlayerVars.position.y < 200 or PlayerVars.shadow_status == true):
for item in get_tree().get_nodes_in_group("Items"):
item.is_homing = true
func _on_intro_spawn_timer_timeout():
intro_node = intro.instance()
intro_node.position = Vector2(65, 200)
add_child(intro_node, true)
intro_node.get_node("intro_animation").connect("animation_finished", self, "_on_intro_finished")
func _on_intro_finished(_a):
call_deferred("remove_child", intro_node)
var autocollect_helper_res = load("res://ui/ingame/autocollect_helper.tscn")
var autocollect_helper = autocollect_helper_res.instance()
autocollect_helper.position = Vector2(300,200)
add_child(autocollect_helper)
$creep_pattern_1_spawn.start()
func _on_windranger_spawn_timer_timeout():
# TODO zrób na starcie wr niewrażliwą na ataki
var windranger_pattern = pattern_2.instance()
add_child(windranger_pattern)
$player_inst.connect("bomb_away", windranger_pattern, "_on_player_bomb")
$player_inst.connect("player_graze", windranger_pattern, "_on_player_graze")
$player_inst.connect("hit", windranger_pattern, "_on_player_hit")
#$player_inst.connect("player_dead", windranger_pattern, "_on_player_dead")
windranger_pattern.connect("boss_ended", self, "_on_boss_ended")
windranger_pattern.connect("drop_items", self, "_on_drop_items")
connect("game_over", windranger_pattern, "_on_game_over")
# DIALOG
$player_inst.player_disable_controls()
yield(get_tree().create_timer(1, false),"timeout")
var dialogue = dialogue_system.instance()
add_child(dialogue)
dialogue.connect("dialogue_finished", self, "_on_dialogue_finished")
dialogue.connect("dialogue_finished", windranger_pattern, "_on_dialogue_finished")
dialogue.connect("dialogue_finished", get_parent().get_child(0).get_child(0), "_on_dialogue_finished")
var wr_dialog = load("res://ui/dialogues/schemas/stage_1/schema_1_1.tres")
dialogue.init_dialogue(wr_dialog)
emit_signal("boss_entered", windranger_pattern.get_node("windranger_unit"))
func _on_creep_pattern_1_spawn_timeout():
var creep_pattern_1 = pattern_1.instance()
add_child(creep_pattern_1)
creep_pattern_1.connect("pattern_over", self, "_on_creep_pattern_1_over")
creep_pattern_1.connect("drop_items", self, "_on_drop_items")
connect("game_over", creep_pattern_1, "_on_game_over")
func _on_creep_pattern_1_over():
$windranger_spawn_timer.start()
func _on_dialogue_finished():
$player_inst.player_enable_controls()
$bgm_server.change_bgm(BGMServer.BOSS_1)
func _on_drop_items(droptable, drop_position):
for p in range(droptable[0]):
var pitem_to_add = p_item.instance()
pitem_to_add.position = drop_position + Vector2(randf()*50, randf()*50)
pitem_to_add.add_to_group("Items")
call_deferred("add_child", pitem_to_add)
for s in range(droptable[1]):
var sitem_to_add = s_item.instance()
sitem_to_add.position = drop_position + Vector2(randf()*50, randf()*50)
sitem_to_add.add_to_group("Items")
call_deferred("add_child", sitem_to_add)
pass
func _on_bullet_cleared(bullet_position):
var star_item_to_add = star_item.instance()
star_item_to_add.position = bullet_position
star_item_to_add.add_to_group("Items")
call_deferred("add_child", star_item_to_add)
func _on_autocollect_area_area_entered(area):
autocollect = true
func _on_autocollect_area_area_exited(area):
autocollect = false
func _on_player_inst_shadow_entered():
$background_animations.play("shadow")
$bgm_server.lowpass_on()
func _on_player_inst_shadow_exited():
$background_animations.play_backwards("shadow")
$bgm_server.lowpass_off()
func _on_boss_ended():
var demo_outro_res = load("res://ui/ingame/demo_outro.tscn")
var demo_outro = demo_outro_res.instance()
demo_outro.position = Vector2(65, 260)
add_child(demo_outro)
yield(get_tree().create_timer(10, false),"timeout")
PlayerVars.save_highscore(1)
Global.pause_disabled = true
$player_inst.player_disabled_controls = true
$bgm_server.end_fadeout(4.5)
emit_signal("end_stage")
func _on_player_inst_player_dead():
PlayerVars.save_highscore(1)
for item in get_tree().get_nodes_in_group("Items"):
item.is_homing = false
item.set_nonhoming()
emit_signal("game_over")
Global.pause_disabled = true
propagate_call("set_paused", [true])
yield(get_tree().create_timer(1, false),"timeout")
var game_over_splash_res = load("res://ui/ingame/game_over_splash.tscn")
var game_over_splash = game_over_splash_res.instance()
game_over_splash.position = Vector2(65, 200)
add_child(game_over_splash)
func sfx_request_enemy_shot(shot_type:int):
match shot_type:
SfxServer.ENEMY_SHOT_1:
$sfx_server/enemy_shot_1.play()
SfxServer.ENEMY_SHOT_2:
$sfx_server/enemy_shot_2.play()
SfxServer.ENEMY_SHOT_QUIET:
$sfx_server/enemy_shot_quiet.play()
_:
return
pass
func sfx_request(sfx_type:int):
match sfx_type:
SfxServer.PLAYER_SHOT:
$sfx_server/player_shot_regular.play()
SfxServer.PLAYER_SHOT_SHADOW:
$sfx_server/player_shot_shadowrealm.play()
SfxServer.PLAYER_BOMB:
$sfx_server/player_bomb.play()
SfxServer.PLAYER_JEX_SHOT:
$sfx_server/player_jex_shot.play()
SfxServer.PLAYER_ENTER_SHADOWREALM:
$sfx_server/player_enter_shadowrealm.play()
SfxServer.PLAYER_EXIT_SHADOWREALM:
$sfx_server/player_exit_shadowrealm.play()
SfxServer.PLAYER_BULLET_HIT:
$sfx_server/player_bullet_hit.play()
SfxServer.PLAYER_BULLET_HIT_SHADOWREALM:
$sfx_server/player_bullet_hit_shadowrealm.play()
SfxServer.PLAYER_GET_HIT:
$sfx_server/player_get_hit.play()
SfxServer.PLAYER_COLLECT:
$sfx_server/player_collect.play()
SfxServer.PLAYER_GRAZE:
$sfx_server/player_graze.play()
SfxServer.PLAYER_SHADOWGAUGE_MAX:
$sfx_server/player_shadowgauge_max.play()
SfxServer.ENEMY_EXPLODE:
$sfx_server/enemy_explode.play()
SfxServer.BOSS_ATTACK_GATHER:
$sfx_server/boss_attack_gather.play()
SfxServer.BOSS_SPELL_GATHER:
$sfx_server/boss_spell_gather.play()
SfxServer.BOSS_BLING:
$sfx_server/boss_bling.play()
SfxServer.BOSS_WARNING:
$sfx_server/boss_warning.play()
SfxServer.ENEMY_WIND:
$sfx_server/enemy_wind.play()
SfxServer.BOSS_END:
for _i in range(30):
$sfx_server/enemy_explode.play()
yield(get_tree().create_timer(0.1 + 0.1 * randf(), false),"timeout")
_:
return
pass