test level
This commit is contained in:
parent
dc061b2dea
commit
c207a8be65
10 changed files with 152 additions and 41 deletions
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@ -55,6 +55,26 @@ func _input(event):
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get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
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else:
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get_tree().change_scene_to_file("res://title.tscn")
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if Input.is_action_just_pressed("ui_accept"):
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if Global.cutscenes[Global.ccutscene][3]:
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get_tree().root.remove_child(bhud)
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get_tree().root.remove_child(level)
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bgsound.stop()
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if Global.debug:
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get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
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else:
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get_tree().change_scene_to_file(Global.cutscenes[Global.ccutscene][1])
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else:
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Global.ccutscene += 1
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get_tree().root.remove_child(level)
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level = load(Global.cutscenes[Global.ccutscene][0]).instantiate()
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if musictrack != Global.cutscenes[Global.ccutscene][2]:
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bgsound.stop()
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musictrack = Global.cutscenes[Global.ccutscene][2]
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music = load(musictrack)
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bgsound.stream = music
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bgsound.play(0)
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get_tree().root.add_child.call_deferred(level)
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#if (Global.live == 1 && (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))):
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# if Global.debug:
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# if Global.dparty[0][0] != null:
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@ -1,5 +1,6 @@
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extends Control
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func _ready():
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_statrebase()
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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Global.debug = true
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$"VBoxContainer/Gamepad Test".grab_focus()
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@ -55,3 +56,9 @@ func _on_back_pressed():
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func _on_gamepad_test_pressed():
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get_tree().change_scene_to_file("res://levels/ui/gamepadtest.tscn")
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func _statrebase():
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for i in 4:
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if Global.dparty[i][0] != null:
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for j in 7:
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Global.dstats[Global.dparty[i][0]][j] = Global.basestats[Global.dparty[i][0]][j] * Global.dlevel[Global.dparty[i][0]]
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@ -46,17 +46,28 @@ func _on_exit_pressed():
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func _on_noob_pressed():
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_statrebase()
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Global.dificulty = 1
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Global.cplace = [1, 11, 19]
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Global.live = 1
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Global.cpchar = 0
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Global.party = [[0,0], [null,null], [null,null], [null,null]]
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get_tree().change_scene_to_file("res://levels/ui/gameplay.tscn")
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pass # Replace with function body.
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Global.ccutscene = 0
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get_tree().change_scene_to_file("res://levels/ui/Cutscenes.tscn")
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#pass # Replace with function body.
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func _on_thisfirst_pressed():
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pass # Replace with function body.
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_statrebase()
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Global.dificulty = 2
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Global.cplace = [1, 11, 19]
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Global.live = 1
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Global.cpchar = 0
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Global.party = [[0,0], [null,null], [null,null], [null,null]]
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Global.ccutscene = 0
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get_tree().change_scene_to_file("res://levels/ui/Cutscenes.tscn")
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#pass # Replace with function body.
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func _on_challenge_pressed():
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@ -65,3 +76,10 @@ func _on_challenge_pressed():
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func _on_maniac_pressed():
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pass # Replace with function body.
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func _statrebase():
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for i in 4:
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if Global.party[i][0] != null:
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for j in 7:
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Global.cstats[Global.party[i][0]][j] = Global.basestats[Global.party[i][0]][j] * Global.level[Global.dparty[i][0]]
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@ -26,9 +26,9 @@ func _level():
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func _input(event):
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if Input.is_action_just_pressed("ui_cancel"):
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get_tree().change_scene_to_file("res://title.tscn")
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# Mouse in viewport coordinates.
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# Mouse in viewport coordinates.
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# if Input.is_key_pressed(KEY_ENTER) || Input.is_joy_button_pressed(0,JOY_BUTTON_B):
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#print("Mouse Click/Unclick at: ", event.position)
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# print("Mouse Click/Unclick at: ", event.position)
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# if highlighted == 1:
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# _on_debug_pressed()
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# if highlighted == 2:
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@ -40,7 +40,8 @@ func _input(event):
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func _on_start_pressed():
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_level()
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get_tree().change_scene_to_file("res://levels/ui/newgame.tscn")
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#_level()
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#pass # Replace with function body.
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@ -20,28 +20,47 @@ func _process(delta):
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func _physics_process(delta):
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pass
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func _on_body_entered(body):if !body.is_in_group(btype):
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if body.is_in_group("players") || body.is_in_group("boss") || body.is_in_group("enemies"):
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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#elif body.is_in_group("enemies"):
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# Global.live = 3
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#elif body.is_in_group("boss"):
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# Global.live = 3
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#queue_free()
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queue_free()
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@ -34,22 +34,37 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype):
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if body.is_in_group("players"):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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elif body.is_in_group("boss") || body.is_in_group("enemies"):
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if body.weakness == speciality:
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -27,22 +27,37 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype):
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if body.is_in_group("players"):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == 3:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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elif body.is_in_group("boss") || body.is_in_group("enemies"):
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if body.weakness == 3:
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -27,21 +27,36 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players"):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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Global.dstats[Global.party[Global.cpchar][0]][0] -= attack
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elif body.is_in_group("boss") || body.is_in_group("enemies"):
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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#if body.is_in_group("players"):
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@ -15,6 +15,7 @@ var attack = 59
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var crit = 5
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func _ready():
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if Global.isboss:
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Global.cboss = ["Kimberly Arch",0,0]
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@ -85,22 +85,22 @@ func _input(event):
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func _charinit():
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if Global.debug:
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speed = Global.basestats[Global.dparty[Global.dcpchar][0]][6]
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speed = Global.mstats[Global.dparty[Global.dcpchar][0]][6]
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#print(Global.dparty[Global.dcpchar][0])
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#print(speed)
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else:
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speed = Global.basestats[Global.party[Global.cpchar][0]][6]
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speed = Global.mstats[Global.party[Global.cpchar][0]][6]
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#print(Global.dparty[Global.cpchar][0])
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#print(speed)
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_charswitch()
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func _charswitch():
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if Global.debug:
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if csprite != null && speed!=Global.basestats[Global.dparty[csprite][0]][6]:
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if csprite != null && speed!=Global.mstats[Global.dparty[csprite][0]][6]:
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print("Script Kiddie")
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speed = Global.dparty/800
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speed = Global.dparty/0
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else:
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speed = Global.basestats[Global.dparty[Global.dcpchar][0]][6]
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speed = Global.mstats[Global.dparty[Global.dcpchar][0]][6]
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if Global.dcpchar != csprite:
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csprite = Global.dcpchar
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sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar][0]][Global.dparty[Global.dcpchar][1]])
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print(Global.dparty[Global.dcpchar][0])
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print(speed)
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else:
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if csprite != null && speed!=Global.basestats[Global.party[Global.cpchar][0]][6]:
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if csprite != null && speed!=Global.mstats[Global.party[Global.cpchar][0]][6]:
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print("Script Kiddie")
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speed = Global.party/800
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speed = Global.party/0
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else:
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speed = Global.basestats[Global.party[Global.dcpchar][0]][6]
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speed = Global.mstats[Global.party[Global.dcpchar][0]][6]
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if Global.cpchar != csprite:
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csprite = Global.cpchar
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sprite.texture = load(Global.pchars[Global.party[Global.cpchar][0]][Global.party[Global.cpchar][1]])
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