114 lines
4.2 KiB
GDScript
114 lines
4.2 KiB
GDScript
extends Node2D
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var level
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var player
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var music
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var bgsound := AudioStreamPlayer.new()
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var sfx1 := AudioStreamPlayer.new()
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var musictrack
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var isboss
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var press = false
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var bhud = load("res://levels/bottomhud.tscn").instance()
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var ishud = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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Global.live = 1
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add_child(bgsound)
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add_child(sfx1)
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level = load(Global.cutscenes[Global.ccutscene][0]).instance()
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musictrack = Global.musictracks[Global.cutscenes[Global.ccutscene][2]]
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music = load(musictrack)
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call_deferred("_level")
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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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bgsound.mix_target = 1
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bgsound.play(0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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#Global.xm = 0
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#Global.ym = 0
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#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:
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# Global.xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X)
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# Global.ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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# else:
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# if Input.is_action_pressed("ui_left"):
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# Global.xm = -1
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# if Input.is_action_pressed("ui_right"):
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# Global.xm = 1
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# if Input.is_action_pressed("ui_up"):
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# Global.ym = -1
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# if Input.is_action_pressed("ui_down"):
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# 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):
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if (Input.is_action_just_pressed("ui_accept") || Input.is_action_just_pressed("mclick")) && !press:
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press = true
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if (Input.is_action_just_released("ui_accept") || Input.is_action_just_released("mclick")) && press:
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if Global.cutscenes[Global.ccutscene][3]:
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var ccutscene = Global.ccutscene
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Global.ccutscene = null
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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("res://levels/ui/scene.tscn")
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else:
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get_tree().change_scene(Global.cutscenes[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]).instance()
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if musictrack != Global.musictracks[Global.cutscenes[Global.ccutscene][2]]:
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bgsound.stop()
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musictrack = Global.musictracks[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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call_deferred("_level")
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press = false
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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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# Global.dcpchar = 0
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# else:
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# if Global.party[0][0] != null:
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# Global.cpchar = 0
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#elif (Global.live == 1 && (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))):
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# if Global.debug:
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# if Global.dparty[1][0] != null:
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# Global.dcpchar = 1
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# else:
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# if Global.party[1][0] != null:
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# Global.cpchar = 1
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#elif (Global.live == 1 && (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))):
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# if Global.debug:
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# if Global.dparty[2][0] != null:
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# Global.dcpchar = 2
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# else:
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# if Global.party[2][0] != null:
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# Global.cpchar = 2
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#elif (Global.live == 1 && (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))):
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# if Global.debug:
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# if Global.dparty[3][0] != null:
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# Global.dcpchar = 3
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# else:
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# if Global.party[3][0] != null:
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# Global.cpchar = 3
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#if Global.bossready:
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# Global.bossready = false
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# sfx1.stream = load(Global.sfxtracks[1])
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# sfx1.play(0)
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# bgsound.play(0)
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func _level():
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get_tree().root.add_child(level)
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func _bhud():
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get_tree().root.add_child(bhud)
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