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
var isboss
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var bhud = load("res://levels/bottomhud.tscn").instantiate()
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# Called when the node enters the scene tree for the first time.
func _ready():
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]]
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]]
isboss = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][2]
#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(player)
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bgsound.stream = music
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if !isboss:
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.live == 1 && !Input.is_key_pressed(KEY_V) && !Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER):
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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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#velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta
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func _input(event):
if Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK):
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Global.live = 0
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Global.bossready = false
get_tree().root.remove_child(bhud)
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get_tree().root.remove_child(player)
get_tree().root.remove_child(level)
if Global.debug:
get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
else:
get_tree().change_scene_to_file("res://title.tscn")
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if (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_UP)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_UP)):
if Global.debug:
if Global.dparty[0] != null:
Global.dcpchar = 0
else:
if Global.party[0] != null:
Global.cpchar = 0
elif (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_RIGHT)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_RIGHT)):
if Global.debug:
if Global.dparty[1] != null:
Global.dcpchar = 1
else:
if Global.party[1] != null:
Global.cpchar = 1
elif (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_DOWN)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_DOWN)):
if Global.debug:
if Global.dparty[2] != null:
Global.dcpchar = 2
else:
if Global.party[2] != null:
Global.cpchar = 2
elif (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_LEFT)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_LEFT)):
if Global.debug:
if Global.dparty[3] != null:
Global.dcpchar = 3
else:
if Global.party[3] != null:
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)