midori-school/levels/ui/gameplay.gd

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GDScript3
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extends Node2D
var level
var player
var music
var bgsound := AudioStreamPlayer.new()
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var sfx1 := AudioStreamPlayer.new()
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var musictrack
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var bhud = load("res://levels/bottomhud.tscn").instantiate()
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var thud = load("res://levels/ui/tophud.tscn").instantiate()
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var pmenu = load("res://levels/ui/pause.tscn").instantiate()
var ispaused = false
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var ishud = true
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# Called when the node enters the scene tree for the first time.
func _ready():
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_statrebase()
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add_child(bgsound)
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add_child(sfx1)
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if Global.debug:
level = load(Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][0]).instantiate()
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#player = load(Global.pchars[Global.dcpchar]).instantiate()
musictrack = Global.musictracks[Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][1]]
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Global.isboss = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][2]
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else:
level = load(Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][0]).instantiate()
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# player = load(Global.pchars[Global.cpchar]).instantiate()
musictrack = Global.musictracks[Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][1]]
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Global.isboss = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][2]
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#if Global.cspawnarea[0] != null && Global.cspawnarea[0] != null:
# player.position.x = Global.cspawnarea[0]
# player.position.y = Global.cspawnarea[1]
#elif Global.debug:
# player.position.x = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][1]
# player.position.y = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][2]
#else:
# player.position.x = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][1]
# player.position.y = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][2]
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music = load(musictrack)
get_tree().root.add_child.call_deferred(level)
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get_tree().root.add_child.call_deferred(bhud)
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get_tree().root.add_child.call_deferred(thud)
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#get_tree().root.add_child.call_deferred(player)
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bgsound.stream = music
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if !Global.isboss:
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bgsound.play(0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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Global.xm = 0
Global.ym = 0
var velocity = Vector2.ZERO
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if Global.exitgame:
_exit()
#velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta
func _input(event):
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if Global.live == 1 && !Input.is_action_pressed("schar"):
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if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
Global.xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X)
Global.ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
else:
if Input.is_action_pressed("ui_left"):
Global.xm = -1
if Input.is_action_pressed("ui_right"):
Global.xm = 1
if Input.is_action_pressed("ui_up"):
Global.ym = -1
if Input.is_action_pressed("ui_down"):
Global.ym = 1
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if Input.is_action_just_pressed("Pause") && Global.cdialog == []:
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_pausemenu()
#Global.exitgame = true
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if Global.live == 1 && Input.is_action_pressed("schar") && Input.is_action_just_pressed("ui_up"):
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if Global.debug:
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if Global.dparty[0][0] != null:
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Global.dcpchar = 0
else:
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if Global.party[0][0] != null:
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Global.cpchar = 0
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elif Global.live == 1 && Input.is_action_pressed("schar") && Input.is_action_just_pressed("ui_right"):
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if Global.debug:
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if Global.dparty[1][0] != null:
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Global.dcpchar = 1
else:
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if Global.party[1][0] != null:
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Global.cpchar = 1
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elif Global.live == 1 && Input.is_action_pressed("schar") && Input.is_action_just_pressed("ui_down"):
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if Global.debug:
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if Global.dparty[2][0] != null:
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Global.dcpchar = 2
else:
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if Global.party[2][0] != null:
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Global.cpchar = 2
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elif Global.live == 1 && Input.is_action_pressed("schar") && Input.is_action_just_pressed("ui_left"):
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if Global.debug:
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if Global.dparty[3][0] != null:
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Global.dcpchar = 3
else:
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if Global.party[3][0] != null:
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Global.cpchar = 3
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if Global.bossready:
Global.bossready = false
sfx1.stream = load(Global.sfxtracks[1])
sfx1.play(0)
bgsound.play(0)
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if Global.live != 1 && ishud:
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get_tree().root.remove_child(thud)
ishud = false
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elif Global.live == 1 && !ishud:
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get_tree().root.add_child.call_deferred(thud)
ishud = true
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func _statrebase():
if Global.debug:
for i in 4:
if Global.dparty[i][0] != null:
for j in 7:
Global.mstats[Global.dparty[i][0]][j] = Global.basestats[Global.dparty[i][0]][j] * Global.dlevel[Global.dparty[i][0]]
else:
for i in 4:
if Global.party[i][0] != null:
for j in 7:
Global.mstats[Global.party[i][0]][j] = Global.basestats[Global.party[i][0]][j] * Global.level[Global.dparty[i][0]]
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func _pausemenu():
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if Global.live == 1 && !ispaused:
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get_tree().root.remove_child(bhud)
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get_tree().root.add_child.call_deferred(pmenu)
ispaused = true
Global.live = 4
elif Global.live == 4 && ispaused:
get_tree().root.remove_child(pmenu)
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get_tree().root.add_child.call_deferred(bhud)
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ispaused = false
Global.live = 1
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func _exit():
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Global.exitgame = false
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ishud = false
Global.bossready = false
Global.cboss = [null, null, null]
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if Global.live == 4:
get_tree().root.remove_child(pmenu)
else:
get_tree().root.remove_child(thud)
get_tree().root.remove_child(bhud)
#get_tree().root.remove_child(player)
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get_tree().root.remove_child(level)
Global.live = 0
if Global.debug:
get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
else:
get_tree().change_scene_to_file("res://title.tscn")