test level

This commit is contained in:
Page Asgardius 2024-05-19 12:12:02 -07:00
parent dc061b2dea
commit c207a8be65
10 changed files with 152 additions and 41 deletions

View file

@ -55,6 +55,26 @@ func _input(event):
get_tree().change_scene_to_file("res://levels/ui/scene.tscn") get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
else: else:
get_tree().change_scene_to_file("res://title.tscn") get_tree().change_scene_to_file("res://title.tscn")
if Input.is_action_just_pressed("ui_accept"):
if Global.cutscenes[Global.ccutscene][3]:
get_tree().root.remove_child(bhud)
get_tree().root.remove_child(level)
bgsound.stop()
if Global.debug:
get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
else:
get_tree().change_scene_to_file(Global.cutscenes[Global.ccutscene][1])
else:
Global.ccutscene += 1
get_tree().root.remove_child(level)
level = load(Global.cutscenes[Global.ccutscene][0]).instantiate()
if musictrack != Global.cutscenes[Global.ccutscene][2]:
bgsound.stop()
musictrack = Global.cutscenes[Global.ccutscene][2]
music = load(musictrack)
bgsound.stream = music
bgsound.play(0)
get_tree().root.add_child.call_deferred(level)
#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))): #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))):
# if Global.debug: # if Global.debug:
# if Global.dparty[0][0] != null: # if Global.dparty[0][0] != null:

View file

@ -1,5 +1,6 @@
extends Control extends Control
func _ready(): func _ready():
_statrebase()
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
Global.debug = true Global.debug = true
$"VBoxContainer/Gamepad Test".grab_focus() $"VBoxContainer/Gamepad Test".grab_focus()
@ -55,3 +56,9 @@ func _on_back_pressed():
func _on_gamepad_test_pressed(): func _on_gamepad_test_pressed():
get_tree().change_scene_to_file("res://levels/ui/gamepadtest.tscn") get_tree().change_scene_to_file("res://levels/ui/gamepadtest.tscn")
func _statrebase():
for i in 4:
if Global.dparty[i][0] != null:
for j in 7:
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():
func _on_noob_pressed(): func _on_noob_pressed():
_statrebase()
Global.dificulty = 1 Global.dificulty = 1
Global.cplace = [1, 11, 19] Global.cplace = [1, 11, 19]
Global.live = 1 Global.live = 1
Global.cpchar = 0 Global.cpchar = 0
Global.party = [[0,0], [null,null], [null,null], [null,null]] Global.party = [[0,0], [null,null], [null,null], [null,null]]
get_tree().change_scene_to_file("res://levels/ui/gameplay.tscn") Global.ccutscene = 0
pass # Replace with function body. get_tree().change_scene_to_file("res://levels/ui/Cutscenes.tscn")
#pass # Replace with function body.
func _on_thisfirst_pressed(): func _on_thisfirst_pressed():
pass # Replace with function body. _statrebase()
Global.dificulty = 2
Global.cplace = [1, 11, 19]
Global.live = 1
Global.cpchar = 0
Global.party = [[0,0], [null,null], [null,null], [null,null]]
Global.ccutscene = 0
get_tree().change_scene_to_file("res://levels/ui/Cutscenes.tscn")
#pass # Replace with function body.
func _on_challenge_pressed(): func _on_challenge_pressed():
@ -65,3 +76,10 @@ func _on_challenge_pressed():
func _on_maniac_pressed(): func _on_maniac_pressed():
pass # Replace with function body. pass # Replace with function body.
func _statrebase():
for i in 4:
if Global.party[i][0] != null:
for j in 7:
Global.cstats[Global.party[i][0]][j] = Global.basestats[Global.party[i][0]][j] * Global.level[Global.dparty[i][0]]

View file

@ -26,9 +26,9 @@ func _level():
func _input(event): func _input(event):
if Input.is_action_just_pressed("ui_cancel"): if Input.is_action_just_pressed("ui_cancel"):
get_tree().change_scene_to_file("res://title.tscn") get_tree().change_scene_to_file("res://title.tscn")
# Mouse in viewport coordinates. # Mouse in viewport coordinates.
# if Input.is_key_pressed(KEY_ENTER) || Input.is_joy_button_pressed(0,JOY_BUTTON_B): # if Input.is_key_pressed(KEY_ENTER) || Input.is_joy_button_pressed(0,JOY_BUTTON_B):
#print("Mouse Click/Unclick at: ", event.position) # print("Mouse Click/Unclick at: ", event.position)
# if highlighted == 1: # if highlighted == 1:
# _on_debug_pressed() # _on_debug_pressed()
# if highlighted == 2: # if highlighted == 2:
@ -40,7 +40,8 @@ func _input(event):
func _on_start_pressed(): func _on_start_pressed():
_level() get_tree().change_scene_to_file("res://levels/ui/newgame.tscn")
#_level()
#pass # Replace with function body. #pass # Replace with function body.

View file

@ -20,28 +20,47 @@ func _process(delta):
func _physics_process(delta): func _physics_process(delta):
pass pass
func _on_body_entered(body):if !body.is_in_group(btype): func _on_body_entered(body):
if body.is_in_group("players") || body.is_in_group("boss") || body.is_in_group("enemies"): if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1:
if body.weakness == speciality: if body.weakness == speciality:
print("weakness") print("weakness")
Input.start_joy_vibration(0,0,1,3) Input.start_joy_vibration(0,0,1,3)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
else: else:
Input.start_joy_vibration(0,1,0,2) Input.start_joy_vibration(0,1,0,2)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness")
elif body.is_in_group("enemies") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness")
#if body.is_in_group("players"): #if body.is_in_group("players"):
# Global.live = 2 # Global.live = 2
#elif body.is_in_group("enemies"): #elif body.is_in_group("enemies"):
# Global.live = 3 # Global.live = 3
#elif body.is_in_group("boss"): #elif body.is_in_group("boss"):
# Global.live = 3 # Global.live = 3
#queue_free() queue_free()

View file

@ -34,22 +34,37 @@ func _physics_process(delta):
func _on_body_entered(body): func _on_body_entered(body):
if !body.is_in_group(btype): if !body.is_in_group(btype):
if body.is_in_group("players"): if body.is_in_group("players") && Global.dificulty != 1:
if body.weakness == speciality: if body.weakness == speciality:
print("weakness") print("weakness")
Input.start_joy_vibration(0,0,1,3) Input.start_joy_vibration(0,0,1,3)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
else: else:
Input.start_joy_vibration(0,1,0,2) Input.start_joy_vibration(0,1,0,2)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
elif body.is_in_group("boss") || body.is_in_group("enemies"): Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
if body.weakness == speciality: else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness")
elif body.is_in_group("enemies") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness") print("weakness")
#if body.is_in_group("players"): #if body.is_in_group("players"):
# Global.live = 2 # Global.live = 2

View file

@ -27,22 +27,37 @@ func _physics_process(delta):
func _on_body_entered(body): func _on_body_entered(body):
if !body.is_in_group(btype): if !body.is_in_group(btype):
if body.is_in_group("players"): if body.is_in_group("players") && Global.dificulty != 1:
if body.weakness == 3: if body.weakness == 3:
print("weakness") print("weakness")
Input.start_joy_vibration(0,0,1,3) Input.start_joy_vibration(0,0,1,3)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
else: else:
Input.start_joy_vibration(0,1,0,2) Input.start_joy_vibration(0,1,0,2)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
elif body.is_in_group("boss") || body.is_in_group("enemies"): Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
if body.weakness == 3: else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness")
elif body.is_in_group("enemies") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness") print("weakness")
#if body.is_in_group("players"): #if body.is_in_group("players"):
# Global.live = 2 # Global.live = 2

View file

@ -27,21 +27,36 @@ func _physics_process(delta):
func _on_body_entered(body): func _on_body_entered(body):
if !body.is_in_group(btype) && Global.live == 1: if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players"): if body.is_in_group("players") && Global.dificulty != 1:
if body.weakness == 0: if body.weakness == 0:
print("weakness") print("weakness")
Input.start_joy_vibration(0,0,1,3) Input.start_joy_vibration(0,0,1,3)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack * crit if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
else: else:
Input.start_joy_vibration(0,1,0,2) Input.start_joy_vibration(0,1,0,2)
if Global.debug: if Global.debug:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else: else:
Global.dstats[Global.party[Global.cpchar][0]][0] -= attack if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
elif body.is_in_group("boss") || body.is_in_group("enemies"): Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
if body.weakness == 0:
print("weakness")
elif body.is_in_group("enemies") && Global.dificulty != 1:
if body.weakness == 0: if body.weakness == 0:
print("weakness") print("weakness")
#if body.is_in_group("players"): #if body.is_in_group("players"):

View file

@ -15,6 +15,7 @@ var attack = 59
var crit = 5 var crit = 5
func _ready(): func _ready():
if Global.isboss: if Global.isboss:
Global.cboss = ["Kimberly Arch",0,0] Global.cboss = ["Kimberly Arch",0,0]

View file

@ -85,22 +85,22 @@ func _input(event):
func _charinit(): func _charinit():
if Global.debug: if Global.debug:
speed = Global.basestats[Global.dparty[Global.dcpchar][0]][6] speed = Global.mstats[Global.dparty[Global.dcpchar][0]][6]
#print(Global.dparty[Global.dcpchar][0]) #print(Global.dparty[Global.dcpchar][0])
#print(speed) #print(speed)
else: else:
speed = Global.basestats[Global.party[Global.cpchar][0]][6] speed = Global.mstats[Global.party[Global.cpchar][0]][6]
#print(Global.dparty[Global.cpchar][0]) #print(Global.dparty[Global.cpchar][0])
#print(speed) #print(speed)
_charswitch() _charswitch()
func _charswitch(): func _charswitch():
if Global.debug: if Global.debug:
if csprite != null && speed!=Global.basestats[Global.dparty[csprite][0]][6]: if csprite != null && speed!=Global.mstats[Global.dparty[csprite][0]][6]:
print("Script Kiddie") print("Script Kiddie")
speed = Global.dparty/800 speed = Global.dparty/0
else: else:
speed = Global.basestats[Global.dparty[Global.dcpchar][0]][6] speed = Global.mstats[Global.dparty[Global.dcpchar][0]][6]
if Global.dcpchar != csprite: if Global.dcpchar != csprite:
csprite = Global.dcpchar csprite = Global.dcpchar
sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar][0]][Global.dparty[Global.dcpchar][1]]) sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar][0]][Global.dparty[Global.dcpchar][1]])
@ -108,11 +108,11 @@ func _charswitch():
print(Global.dparty[Global.dcpchar][0]) print(Global.dparty[Global.dcpchar][0])
print(speed) print(speed)
else: else:
if csprite != null && speed!=Global.basestats[Global.party[Global.cpchar][0]][6]: if csprite != null && speed!=Global.mstats[Global.party[Global.cpchar][0]][6]:
print("Script Kiddie") print("Script Kiddie")
speed = Global.party/800 speed = Global.party/0
else: else:
speed = Global.basestats[Global.party[Global.dcpchar][0]][6] speed = Global.mstats[Global.party[Global.dcpchar][0]][6]
if Global.cpchar != csprite: if Global.cpchar != csprite:
csprite = Global.cpchar csprite = Global.cpchar
sprite.texture = load(Global.pchars[Global.party[Global.cpchar][0]][Global.party[Global.cpchar][1]]) sprite.texture = load(Global.pchars[Global.party[Global.cpchar][0]][Global.party[Global.cpchar][1]])