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main.gd
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477 lines (378 loc) · 14.8 KB
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extends Node3D
# Player and enemy #
@onready var enemy = $Control/Enemy
@onready var player = $Control/Player
############
# Controls #
############
# Sounds
#@onready var attack_sound_player = $AudioStreamPlayer # Reference the AudioStreamPlayer node
@onready var sound_block = $sound_block
@onready var sound_break_shield = $sound_break_shield
@onready var sound_ground_slam = $sound_ground_slam
@onready var sound_hit = $sound_mace_hit
@onready var sound_shield_bash = $sound_shield_bash
@onready var sound_shield_block = $sound_shield_block
@onready var sound_stab = $sound_spear_stab
@onready var sound_riposte = $sound_riposte
@onready var sound_spin_attack = $sound_spin_attack
@onready var sound_swing = $sound_sword_swing
var audio_player: AudioStreamPlayer
# Attacks
@onready var attack1_button = $Control/Player/Attack
@onready var attack2_button = $Control/Player/Attack2
@onready var attack3_button = $Control/Player/Attack3
# Other
@onready var block_button = $Control/Player/Block
@onready var potion_button = $Control/Player/Potion
@onready var pass_button = $Control/Player/Pass
@onready var continue_button = $Control/Continue
# Enemy Gladiators
@onready var enemy_sword = $sword_gladiator_finished
@onready var enemy_spear = $spear_gladiator_finished
@onready var enemy_mace = $mace_gladiator_finished
# Player Gladiators
@onready var player_sword = $sword_player
@onready var player_spear = $player_spear
@onready var player_mace = $player_mace
# Cameras
@onready var normalCamera = $Camera3D
@onready var actionCam1 = $actionCamera1
@onready var actionCam2 = $actionCamera2
@onready var actionCam3 = $actionCamera3
# Entire UI
@onready var gameUI = $Control
@onready var victoryUI = $victoryUI
# Label #
@onready var label = $Control/resolve
# Game variables #
var game_round = 1
var attack_moves
func _ready():
attack_moves = Globals.weapons[Globals.playerWeapon].keys() # 3 moves
attack1_button.text = attack_moves[0] + "\nStamina Cost: " + str(Globals.weapons[Globals.playerWeapon][attack_moves[0]]["Stamina"])
attack2_button.text = attack_moves[1] + "\nStamina Cost: " + str(Globals.weapons[Globals.playerWeapon][attack_moves[1]]["Stamina"])
attack3_button.text = attack_moves[2] + "\nStamina Cost: " + str(Globals.weapons[Globals.playerWeapon][attack_moves[2]]["Stamina"])
audio_player = AudioStreamPlayer.new()
add_child(audio_player)
func _process(delta):
# if enemy or player dies...
if Globals.enemyHealth < 1 and Globals.enemyHealth != -100:
# Upon Death, reset player health and stamina
Globals.playerHealth = 100
Globals.playerStamina = 100
Globals.enemyHealth = -100
player.fights_won += 1
# Play death animation and swap UI
play_enemy_anim("death")
gameUI.visible = false
victoryUI.visible = true
# Edit victory text
victoryUI.victory_text(enemy.enemy_name)
await get_tree().create_timer(5).timeout
victoryUI.visible = false
gameUI.visible = true
# Spawn new enemy
enemy.spawn_enemy(player.fights_won)
if player.fights_won % 3 == 0: # give the player a potion every 3 wins
Globals.playerPotions += 1
elif Globals.playerHealth < 1:
gameUI.visible = false
victoryUI.visible = true
# Edit defeat text
victoryUI.defeat_text(enemy.enemy_name)
play_player_anim("death")
await get_tree().create_timer(2).timeout
get_tree().change_scene_to_file("res://mainmenu.tscn") # add scene for the main menu (.tscn)
# Shows the enemy model that you're currently facing and hides the others
if Globals.enemyWeapon == "Sword":
enemy_sword.visible = true
enemy_spear.visible = false
enemy_mace.visible = false
elif Globals.enemyWeapon == "Spear and Shield":
enemy_sword.visible = false
enemy_spear.visible = true
enemy_mace.visible = false
else:
enemy_sword.visible = false
enemy_spear.visible = false
enemy_mace.visible = true
# ... and for player
# Shows the enemy model that you're currently facing and hides the others
if Globals.playerWeapon == "Sword":
player_sword.visible = true
player_spear.visible = false
player_mace.visible = false
elif Globals.playerWeapon == "Spear and Shield":
player_sword.visible = false
player_spear.visible = true
player_mace.visible = false
else:
player_sword.visible = false
player_spear.visible = false
player_mace.visible = true
# Block
if Globals.playerStamina < 25 or Globals.playerStun:
block_button.disabled = true
else:
block_button.disabled = false
# Attack 1
if Globals.playerStun or Globals.playerStamina < Globals.weapons[Globals.playerWeapon][attack_moves[0]]["Stamina"]:
attack1_button.disabled = true
else:
attack1_button.disabled = false
# Attack 2
if Globals.playerStun or Globals.playerStamina < Globals.weapons[Globals.playerWeapon][attack_moves[1]]["Stamina"]:
attack2_button.disabled = true
else:
attack2_button.disabled = false
# Attack 3
if Globals.playerStun or Globals.playerStamina < Globals.weapons[Globals.playerWeapon][attack_moves[2]]["Stamina"]:
attack3_button.disabled = true
else:
attack3_button.disabled = false
potion_button.text = "Potions (" + str(Globals.playerPotions) + "/3)"
# Potion
if Globals.playerPotions == 0 or Globals.playerStun or Globals.playerHealth == 100:
potion_button.disabled = true
else:
potion_button.disabled = false
# Play a specified animation for a specific enemy type
func play_enemy_anim(enemy_move):
if Globals.enemyWeapon == "Sword":
enemy_sword.play(enemy_move)
elif Globals.enemyWeapon == "Spear and Shield":
enemy_spear.play(enemy_move)
else:
enemy_mace.play(enemy_move) #not yet implemented
# Play a specified animation for a specific player type
func play_player_anim(player_move):
if Globals.playerWeapon == "Sword":
player_sword.play(player_move)
elif Globals.playerWeapon == "Spear and Shield":
player_spear.play(player_move)
else:
player_mace.play(player_move) #not yet implemented
# Play associated sound for player move
func play_move_sound(weapon_type: String, move_name: String):
# Get the sound path from the dictionary
var sound_path
if move_name == "Block":
sound_path = "res://assets/audio/block.wav"
elif move_name == "Potion":
sound_path = "res://assets/audio/potion.mp3"
else:
sound_path = Globals.weapons[weapon_type][move_name]["sound"]
if sound_path:
# Load the sound file dynamically
var sound = load(sound_path)
# Set the stream to the AudioStreamPlayer and play it
audio_player.stream = sound
audio_player.play()
# Called by the whatever button the player clicks, gets the enemy move and then calls
# resolve() to play out the game
func play(player_move):
# Handle enemy move
var enemy_move = Globals.enemyMove
# Percent chance to go to an action camera
var cameraChance = randf_range(0,100)
#label.text = "The player chooses " + str(player_move) + "\n" + str(enemy.name) + " chooses " + str(enemy_move)
if cameraChance < 35:
actionCam1.make_current() #both players in view
if enemy_move != "Pass":
play_move_sound(Globals.enemyWeapon, enemy_move) #enemy move
play_enemy_anim(enemy_move)
print("Enemy chooses " + str(enemy_move))
label.text = str(enemy.name) + " chooses " + str(enemy_move)
await get_tree().create_timer(3).timeout
if player_move != "Pass":
play_move_sound(Globals.playerWeapon, player_move) #player move
play_player_anim(player_move)
print("Player chooses " + str(player_move))
label.text = "The player chooses " + str(player_move)
await get_tree().create_timer(3).timeout
elif cameraChance < 70:
actionCam2.make_current() #enemy in view
if enemy_move != "Pass":
play_move_sound(Globals.enemyWeapon, enemy_move) #enemy move
play_enemy_anim(enemy_move)
print("Enemy chooses " + str(enemy_move))
label.text = str(enemy.name) + " chooses " + str(enemy_move)
await get_tree().create_timer(3).timeout
actionCam3.make_current() # player in view
if player_move != "Pass":
play_move_sound(Globals.playerWeapon, player_move) #player move
play_player_anim(player_move)
print("Player chooses " + str(player_move))
label.text = "The player chooses " + str(player_move)
await get_tree().create_timer(3).timeout
else:
normalCamera.make_current()
if enemy_move != "Pass":
play_move_sound(Globals.enemyWeapon, enemy_move) #enemy move
play_enemy_anim(enemy_move)
print("Enemy chooses " + str(enemy_move))
label.text = str(enemy.name) + " chooses " + str(enemy_move)
await get_tree().create_timer(3).timeout
if player_move != "Pass":
play_move_sound(Globals.playerWeapon, player_move) #player move
play_player_anim(player_move)
print("Player chooses " + str(player_move))
label.text = "The player chooses " + str(player_move)
await get_tree().create_timer(3).timeout
label.text = ""
resolve(player_move, enemy_move) # Resolve conflict
game_round += 1
# Handles all the game logic regarding what moves do what -- we may wana think of
# a better way to do this...
func resolve(player_move, enemy_move):
########################
# Non-variable actions #
########################
# perform potions and stamina costs
if player_move == "Potion":
Globals.playerHealth += Globals.potionHeal
Globals.playerPotions -= 1
# Stop Bleeding
Globals.playerBleedTurns = 0
Globals.playerBleed = false
if Globals.playerHealth > 100:
Globals.playerHealth = 100
elif player_move == "Pass":
Globals.playerStun = false
Globals.playerStamina += 10
if Globals.playerStamina > 100:
Globals.playerStamina = 100
elif player_move == "Block":
Globals.playerStamina -= 25
else:
# Index into weapon dictionary and remove stamina from player
Globals.playerStamina -= Globals.weapons[Globals.playerWeapon][player_move]["Stamina"]
# Check if bleeding
if Globals.playerBleed:
Globals.playerHealth -= 10
Globals.playerBleedTurns -= 1
if Globals.playerBleedTurns <= 0:
Globals.playerBleed = false
if Globals.enemyBleed:
Globals.enemyHealth -= 5
Globals.enemyBleedTurns -=1
if Globals.enemyBleedTurns <= 0:
Globals.enemyBleed = false
#same for enemy
if enemy_move == "Potion": #take this out if enemies do not have potions. maybe bosses have them?
Globals.enemyHealth += Globals.potionHeal
Globals.enemyPotions -= 1
if Globals.enemyHealth > 100:
Globals.enemyHealth = 100
elif enemy_move == "Pass":
Globals.enemyStun = false
Globals.enemyStamina += 10
if Globals.enemyStamina > 100:
Globals.enemyStamina = 100
elif enemy_move == "Block":
Globals.enemyStamina -= 25
else:
# Index into weapon dictionary and remove stamina from enemy
Globals.enemyStamina -= Globals.weapons[Globals.enemyWeapon][enemy_move]["Stamina"]
# check if one person is blocking
if (player_move in Globals.damage_moves) && (enemy_move in Globals.block_moves):
#some moves are unblockable
if player_move in Globals.unblockable_moves:
Globals.enemyHealth -= (Globals.weapons[Globals.playerWeapon][player_move]["damage"])
#riposte is a block that deals damage to the attacker
elif enemy_move == "Riposte":
Globals.playerHealth -= Globals.weapons["Sword"]["Riposte"]["damage"]
#block reduces damage by 10, so block only "works" if the move does more than 10 damage
elif enemy_move == "Block" and Globals.weapons[Globals.playerWeapon][player_move]["damage"] >= 10:
Globals.enemyHealth -= (Globals.weapons[Globals.playerWeapon][player_move]["damage"] - 10)
elif (player_move in Globals.block_moves) && (enemy_move in Globals.damage_moves):
if enemy_move in Globals.unblockable_moves:
Globals.playerHealth -= Globals.weapons[Globals.enemyWeapon][enemy_move]["damage"]
elif player_move == "Riposte":
Globals.enemyHealth -= Globals.weapons["Sword"]["Riposte"]["damage"]
elif player_move == "Block" and Globals.weapons[Globals.enemyWeapon][enemy_move]["damage"] >= 10:
Globals.playerHealth -= (Globals.weapons[Globals.enemyWeapon][enemy_move]["damage"] - 10)
#check if both people are blocking (nothing happens)
elif (player_move in Globals.block_moves) && (enemy_move in Globals.block_moves):
pass
#otherwise both people are dealing damage (or passing or potion)
else: # damage + damage // damage + stun //
#check for stun moves
if (player_move in Globals.stun_moves): # player stuns enemy #
Globals.enemyStun = true
if (enemy_move in Globals.stun_moves): # enemy stuns player #
Globals.playerStun = true
#check for bleed moves
if enemy_move in Globals.bleed_moves:
Globals.playerBleed = true
Globals.playerBleedTurns = 2
if player_move in Globals.bleed_moves:
Globals.enemyBleed = true
Globals.enemyBleedTurns = 2
if player_move in Globals.damage_moves:
Globals.enemyHealth -= Globals.weapons[Globals.playerWeapon][player_move]["damage"]
if enemy_move in Globals.damage_moves:
Globals.playerHealth -= Globals.weapons[Globals.enemyWeapon][enemy_move]["damage"]
# Reset camera if not normal
# if get_viewport().get_camera_3d() != normalCamera:
# await get_tree().create_timer(3).timeout
# normalCamera.make_current()
normalCamera.make_current()
# # Put together the resolution text
# if Globals.enemyHealth > 0:
# #label.text = "The player chooses " + str(player_move) + "\n" + str(enemy.name) + " chooses " + str(enemy_move)
# continue_button.visible = true
# else:
# toggle_button_visibility() # idk why i need to do this tbh
toggle_button_visibility()
# Toggles visibility of the attack and block buttons
func toggle_button_visibility():
attack1_button.visible = !attack1_button.visible
attack2_button.visible = !attack2_button.visible
attack3_button.visible = !attack3_button.visible
potion_button.visible = !potion_button.visible
pass_button.visible = !pass_button.visible
block_button.visible = !block_button.visible
# Button "gray-out" cases
# If they're stunned, forced to pass
# If not enough stamina, gray out those buttons
# Signal from block button
func _on_block_pressed():
play("Block")
toggle_button_visibility()
# Signal from attack button
func _on_attack_pressed():
if Globals.playerStun or Globals.playerStamina < Globals.weapons[Globals.playerWeapon][attack_moves[0]]["Stamina"]:
pass
else:
play(attack_moves[0])
toggle_button_visibility()
func _on_attack_2_pressed():
if Globals.playerStun or Globals.playerStamina < Globals.weapons[Globals.playerWeapon][attack_moves[1]]["Stamina"]:
pass
else:
play(attack_moves[1])
toggle_button_visibility()
func _on_attack_3_pressed():
if Globals.playerStun or Globals.playerStamina < Globals.weapons[Globals.playerWeapon][attack_moves[2]]["Stamina"]:
pass
else:
play(attack_moves[2])
toggle_button_visibility()
func _on_pass_pressed():
print("Player chooses Pass")
play("Pass")
toggle_button_visibility()
func _on_potion_pressed():
if Globals.playerPotions == 0:
pass
else:
print("Player chose Potion")
play("Potion")
toggle_button_visibility()
# Signal from continue button
# func _on_continue_pressed():
# label.text = ""
# continue_button.visible = false
# toggle_button_visibility()