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