midori-school/levels/ui/gameplay.gd
2024-01-20 06:58:29 -07:00

73 lines
2.9 KiB
GDScript

extends Node2D
var level
var player
var music
var bgsound := AudioStreamPlayer.new()
var sfx1 := AudioStreamPlayer.new()
var musictrack
var isboss
# 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]][3]]
isboss = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][4]
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]][3]]
isboss = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][4]
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(player)
bgsound.stream = music
if isboss:
sfx1.stream = load(Global.sfxtracks[1])
sfx1.play(0)
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:
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
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")