extends Node2D var level var player var music var bgsound := AudioStreamPlayer.new() var sfx1 := AudioStreamPlayer.new() var musictrack var isboss var bhud = load("res://levels/bottomhud.tscn").instantiate() # Called when the node enters the scene tree for the first time. func _ready(): 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]] 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]] 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(player) bgsound.stream = music if !isboss: bgsound.play(0) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): Global.xm = 0 Global.ym = 0 var velocity = Vector2.ZERO if Global.live == 1 && !Input.is_key_pressed(KEY_V) && !Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER): 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 #velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta func _input(event): if Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK): Global.live = 0 Global.bossready = false get_tree().root.remove_child(bhud) 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") 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 if Global.bossready: Global.bossready = false sfx1.stream = load(Global.sfxtracks[1]) sfx1.play(0) bgsound.play(0)