LD55/MainLogic.gd

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GDScript3
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extends Node2D
@onready var main_label = $Camera2D/MainLabel
@onready var lower_label = $Camera2D/LowerLabel
@onready var fire_diamond = $FireDiamond
@onready var water_diamond = $WaterDiamond
@onready var wind_diamond = $WindDiamond
@onready var earth_diamond = $EarthDiamond
@onready var music_player = $MusicPlayer
@onready var sfx_player = $SFXPlayer
var sfx_select
var sfx_confirm
var sfx_cancel
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var sfx_summon
var sfx_enemy_hit
var sfx_parry
var sfx_sword_hit
var sfx_hammer_hit
@onready var camera = $Camera2D
const camera_move_speed = 1.5
const text_speed = 0.08
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const start_text = "You seek the elementals?\nProve your worth!\nShow the elements your mastery over summoning, and they are yours!"
const intro_text_00 = "The name's Gander Schwartz.\nBut my friends call me the \"Wandering Gander\"."
const intro_text_01 = "I'm what most would call a \"third-rate summoner\",\nbut there's a reason for that.\nI summon \"items\", not \"beasts\"."
const intro_text_02 = "Most summoners summon beasts to fight for them.\nI summon items to fight with, or even tools to solve puzzles in dungeons."
const intro_text_03 = "There is one dungeon I've been itching to conquer.\nThe Elemental Dungeon!"
const intro_text_04 = "If I beat the Elemental Dungeon,\nI'll be able to enhance my summons with elemental properties!"
const intro_text_05 = "No longer would I need to light an oil lantern with flint and steel,\nor keep lugging around leather skins for water!"
const intro_text_06 = "But the dungeon is a challenge.\nA challenge I hope to best with my wits and my item summoning!"
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const diamond_angle_rate = 1.2
const diamond_dist_rate = 50.0
const diamond_start_dist = 800.0
const diamond_min_dist = 150.0
const parry_penalty = 0.5
enum StateT {
Start,
Start_TextRendered,
Start_Stopping,
MainMenu,
Introduction_00,
Introduction_00_post,
Introduction_01,
Introduction_01_post,
Introduction_02,
Introduction_02_post,
Introduction_03,
Introduction_03_post,
Introduction_04,
Introduction_04_post,
Introduction_05,
Introduction_05_post,
Introduction_06,
Introduction_06_post,
Dungeon_Entrance_pre,
Dungeon_Entrance_loading,
Dungeon_Entrance,
Dungeon_Entrance_Battle,
}
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enum BattleState {
MainMenu,
SummonMenu,
SummonSword,
SummonHammer,
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SummonHealth,
EnemyAttack,
PlayerAttack,
PlayerWin,
PlayerLose,
}
enum GuardPhase {
Stomp,
}
var guard_phase = GuardPhase.Stomp
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static var state_dict = {}
var tween_volume
var tween_text
var tween_scene
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var diamonds_gone = false
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var gander
var level
var level_guard_static_body = null
var level_guard = null
var level_guard_cached_pos = null
var level_cached_pos = null
var viewport_size
var play_attack_sfx_type = null
var play_attack_sfx_once = false
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# Called when the node enters the scene tree for the first time.
func _ready():
if not state_dict.has("state"):
state_dict["state"] = StateT.Start
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
state_dict["start_diamonds"] = {
"dist": diamond_start_dist,
"angle" : 0.0
}
music_player.play()
viewport_size = get_viewport().size
get_viewport().size_changed.connect(func():
viewport_size = get_viewport().size
state_dict["battle_refresh_gui"] = true
)
sfx_select = load("res://audio/LD55_sfx_select.mp3")
sfx_confirm = load("res://audio/LD55_sfx_confirm.mp3")
sfx_cancel = load("res://audio/LD55_sfx_cancel.mp3")
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sfx_summon = load("res://audio/LD55_sfx_summon.mp3")
sfx_enemy_hit = load("res://audio/LD55_sfx_enemy_hit.mp3")
sfx_parry = load("res://audio/LD55_sfx_parry.mp3")
sfx_sword_hit = load("res://audio/LD55_sfx_sword_hit.mp3")
sfx_hammer_hit = load("res://audio/LD55_sfx_hammer_hit.mp3")
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func update_text(text, next_state):
if state_dict["timer"] > text_speed:
main_label.text += text[state_dict["text_idx"]]
state_dict["text_idx"] += 1
state_dict["timer"] = 0.0
if state_dict["text_idx"] >= text.length():
state_dict["state"] = next_state
state_dict["text_idx"] = 0
state_dict["timer"] = 0.0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
state_dict["timer"] += delta
match state_dict["state"]:
StateT.Start:
update_text(start_text, StateT.Start_TextRendered)
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update_start_diamonds(delta)
StateT.Start_TextRendered:
update_start_diamonds(delta)
lower_label.text = "(Press \"Confirm\" to continue! Z, Enter, Space, or A on gamepad.)"
StateT.Start_Stopping:
update_stop_diamonds(delta)
StateT.MainMenu:
update_stop_diamonds(delta)
state_dict["state"] = StateT.Introduction_00
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
lower_label.text = ""
music_player.volume_db = 0.0
music_player.stream = load("res://audio/LD55_1.mp3")
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music_player.stream.loop = true
music_player.play()
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var gander_scene = preload("res://gander_schwartz.tscn")
gander = gander_scene.instantiate()
add_child(gander)
gander.set_owner(self)
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gander.position.x = 800
gander.position.y = 50
gander.velocity.x = -gander.SPEED
gander.auto_control_action = "walking_left"
tween_scene = get_tree().create_tween()
tween_scene.tween_method(func(c): RenderingServer.set_default_clear_color(c), Color(0.13, 0.13, 0.13, 1.0), Color(0.3, 0.4, 0.1, 1.0), 4)
StateT.Introduction_00:
update_stop_diamonds(delta)
update_text(intro_text_00, StateT.Introduction_00_post)
StateT.Introduction_00_post:
if not diamonds_gone:
state_dict["start_diamonds"]["dist"] = diamond_start_dist
diamonds_gone = true
fire_diamond.get_parent().remove_child(fire_diamond)
water_diamond.get_parent().remove_child(water_diamond)
wind_diamond.get_parent().remove_child(wind_diamond)
earth_diamond.get_parent().remove_child(earth_diamond)
StateT.Introduction_01:
update_text(intro_text_01, StateT.Introduction_01_post)
StateT.Introduction_01_post:
pass
StateT.Introduction_02:
update_text(intro_text_02, StateT.Introduction_02_post)
StateT.Introduction_02_post:
pass
StateT.Introduction_03:
update_text(intro_text_03, StateT.Introduction_03_post)
StateT.Introduction_03_post:
pass
StateT.Introduction_04:
update_text(intro_text_04, StateT.Introduction_04_post)
StateT.Introduction_04_post:
pass
StateT.Introduction_05:
update_text(intro_text_05, StateT.Introduction_05_post)
StateT.Introduction_05_post:
pass
StateT.Introduction_06:
update_text(intro_text_06, StateT.Introduction_06_post)
StateT.Introduction_06_post:
pass
StateT.Dungeon_Entrance_loading:
gander.player_controlled = true
gander.current_scene_type = gander.GanderSceneT.Gameplay
var dungeon_scene = load("res://DungeonEntrance.tscn")
level = dungeon_scene.instantiate()
add_child(level)
state_dict["state"] = StateT.Dungeon_Entrance
lower_label.text = "Arrow keys/WASD/Left-Stick to move."
tween_text = get_tree().create_tween()
tween_text.tween_property(lower_label, "self_modulate", Color(1, 1, 1, 0), 5)
tween_text.tween_callback(func():
lower_label.text = ""
lower_label.self_modulate = Color(1, 1, 1, 1)
)
music_player.volume_db = 0.0
music_player.stream = load("res://audio/LD55_2.mp3")
music_player.stream.loop = true
music_player.play()
StateT.Dungeon_Entrance:
camera_to_gander(delta)
if level_guard == null:
level_guard = level.find_child("DungeonGuard")
if level_guard_static_body == null:
level_guard_static_body = level.find_child("DungeonGuardBody")
if level_guard_static_body != null and gander.last_collided_id == level_guard_static_body.get_instance_id():
print("collided with guard.")
gander.last_collided_id = null
music_player.stop()
music_player.stream = preload("res://audio/LD55_3.mp3")
music_player.stream.loop = true
music_player.volume_db = -8.0
music_player.play()
level.find_child("DungeonGuardCollider").set_deferred("disabled", true)
gander.find_child("CollisionShape2D").set_deferred("disabled", true)
gander.player_controlled = false
gander.current_scene_type = gander.GanderSceneT.Battle
tween_scene = get_tree().create_tween()
level_cached_pos = level.find_child("DungeonEntrance").position
var battle_pos = level_cached_pos + Vector2(0.0, 500.0)
tween_scene.set_parallel()
tween_scene.tween_property(level.find_child("DungeonGuard"), "position", battle_pos - Vector2(200.0, 30.0), 2.0)
tween_scene.tween_property(gander, "position", battle_pos + Vector2(200.0, 0.0), 2.0)
gander.auto_control_action = "walking_right"
tween_scene.set_parallel(false)
tween_scene.tween_callback(func():
gander.auto_control_action = "facing_left"
state_dict["state"] = StateT.Dungeon_Entrance_Battle
state_dict["parry_timer"] = 0.0
state_dict["parry_failed_played"] = false
state_dict["battle_state"] = BattleState.MainMenu
state_dict["battle_menu_setup"] = false
state_dict["battle_refresh_gui"] = false
state_dict["battle_item"] = null
var indicator_arrow = Sprite2D.new()
indicator_arrow.texture = load("res://gimp/arrow.png")
indicator_arrow.position.x = (indicator_arrow.get_rect().size.x - viewport_size.x) / 2.0
indicator_arrow.position.y = (viewport_size.y - indicator_arrow.get_rect().size.y) / 2.0
camera.add_child(indicator_arrow)
indicator_arrow.set_owner(camera)
tween_text = get_tree().create_tween()
tween_text.set_parallel()
tween_text.tween_property(indicator_arrow, "scale", Vector2(20.0, 20.0), 1.5)
tween_text.tween_property(indicator_arrow, "self_modulate", Color(1, 1, 1, 0), 1.5)
tween_text.set_parallel(false)
tween_text.tween_callback(func():
camera.remove_child(indicator_arrow)
)
gander.battle_started = true
)
StateT.Dungeon_Entrance_Battle:
if state_dict["battle_state"] == BattleState.EnemyAttack:
if level_guard_cached_pos == null:
level_guard_cached_pos = level_guard.position
camera_to_target(delta, level_cached_pos + Vector2(0.0, 500.0))
setup_battle_menu()
state_dict["parry_timer"] -= delta
if not gander.parry_success and gander.hit_active and not state_dict["parry_failed_played"]:
sfx_player.stream = sfx_enemy_hit
sfx_player.play()
state_dict["parry_failed_played"] = true
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_:
pass
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if gander is MainCharacter and not gander.player_controlled and gander.current_scene_type == gander.GanderSceneT.Introduction:
if gander.velocity.x < 0.0:
if gander.position.x <= 0.0:
gander.velocity.x = 0.0
gander.auto_control_action = "facing_front"
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func _unhandled_input(event):
if state_dict["state"] == StateT.Dungeon_Entrance_Battle:
handle_battle_input(event)
elif event.is_pressed() and event.is_action("Confirm"):
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match state_dict["state"]:
StateT.Start:
main_label.text = start_text
state_dict["state"] = StateT.Start_TextRendered
state_dict["text_idx"] = 0
state_dict["timer"] = 0.0
StateT.Start_TextRendered:
state_dict["state"] = StateT.Start_Stopping
tween_volume = get_tree().create_tween()
tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
tween_volume.tween_callback(func():
music_player.stop()
state_dict["state"] = StateT.MainMenu
)
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main_label.text = ""
lower_label.text = ""
StateT.Introduction_00:
main_label.text = intro_text_00
state_dict["text_idx"] = 0
state_dict["timer"] = 0.0
state_dict["state"] = StateT.Introduction_00_post
StateT.Introduction_00_post:
state_dict["state"] = StateT.Introduction_01
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_01:
state_dict["state"] = StateT.Introduction_01_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_01
StateT.Introduction_01_post:
state_dict["state"] = StateT.Introduction_02
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_02:
state_dict["state"] = StateT.Introduction_02_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_02
StateT.Introduction_02_post:
state_dict["state"] = StateT.Introduction_03
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_03:
state_dict["state"] = StateT.Introduction_03_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_03
StateT.Introduction_03_post:
state_dict["state"] = StateT.Introduction_04
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_04:
state_dict["state"] = StateT.Introduction_04_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_04
StateT.Introduction_04_post:
state_dict["state"] = StateT.Introduction_05
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_05:
state_dict["state"] = StateT.Introduction_05_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_05
StateT.Introduction_05_post:
state_dict["state"] = StateT.Introduction_06
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_06:
state_dict["state"] = StateT.Introduction_06_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_06
StateT.Introduction_06_post:
state_dict["state"] = StateT.Dungeon_Entrance_pre
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
tween_volume = get_tree().create_tween()
tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
tween_volume.tween_callback(func():
music_player.stop()
state_dict["state"] = StateT.Dungeon_Entrance_loading
music_player.volume_db = 0.0
)
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_:
pass
func diamond_position_update():
fire_diamond.position.x = cos(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
fire_diamond.position.y = sin(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
water_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"]
water_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"]
wind_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"]
wind_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"]
earth_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"]
earth_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"]
func update_start_diamonds(delta):
state_dict["start_diamonds"]["dist"] -= delta * diamond_dist_rate
if state_dict["start_diamonds"]["dist"] < diamond_min_dist:
state_dict["start_diamonds"]["dist"] = diamond_min_dist
state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate
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if state_dict["start_diamonds"]["angle"] > TAU:
state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()
func update_stop_diamonds(delta):
if diamonds_gone:
return
state_dict["start_diamonds"]["dist"] += delta * diamond_dist_rate * 1.8
if state_dict["start_diamonds"]["dist"] > diamond_start_dist:
state_dict["start_diamonds"]["dist"] = diamond_start_dist
diamonds_gone = true
fire_diamond.get_parent().remove_child(fire_diamond)
water_diamond.get_parent().remove_child(water_diamond)
wind_diamond.get_parent().remove_child(wind_diamond)
earth_diamond.get_parent().remove_child(earth_diamond)
state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate
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if state_dict["start_diamonds"]["angle"] > TAU:
state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()
func camera_to_gander(delta):
camera_to_target(delta, gander.position)
func camera_to_target(delta, vec2):
var diff = vec2 - camera.position
camera.position += diff * delta * camera_move_speed
func setup_battle_menu():
if state_dict["battle_state"] != BattleState.PlayerWin and state_dict["battle_state"] != BattleState.PlayerLose:
if gander.health <= 0:
state_dict["battle_state"] = BattleState.PlayerLose
music_player.stop()
music_player.stream = load("res://audio/LD55_5.mp3")
music_player.play()
remove_child(gander)
main_label.text = "Thanks for playing! I ran out of time for this overly ambitious game..."
lower_label.text = "Ohhhh, it ended with a game over... Better luck next time?"
elif level_guard.health <= 0:
state_dict["battle_state"] = BattleState.PlayerWin
music_player.stop()
music_player.stream = load("res://audio/LD55_4.mp3")
music_player.play()
level_guard.get_parent().remove_child(level_guard)
main_label.text = "Thanks for playing! I ran out of time for this overly ambitious game..."
lower_label.text = "Good show, good show!"
elif state_dict["battle_state"] == BattleState.PlayerWin or state_dict["battle_state"] == BattleState.PlayerLose:
return
match state_dict["battle_state"]:
BattleState.MainMenu:
if not state_dict["battle_menu_setup"] or state_dict["battle_refresh_gui"]:
state_dict["battle_menu_setup"] = true
state_dict["battle_refresh_gui"] = false
var battle_arrow = camera.find_child("BattleArrow")
if battle_arrow == null:
battle_arrow = Sprite2D.new()
battle_arrow.set_name(&"BattleArrow")
battle_arrow.texture = load("res://gimp/arrow.png")
camera.add_child(battle_arrow, true)
battle_arrow.set_owner(camera)
battle_arrow.self_modulate = Color(1, 1, 1, 1)
var battle_menu_item_0 = camera.find_child("BattleMenuItem0")
if battle_menu_item_0 == null:
battle_menu_item_0 = Label.new()
battle_menu_item_0.set_name(&"BattleMenuItem0")
camera.add_child(battle_menu_item_0, true)
battle_menu_item_0.set_owner(camera)
var battle_menu_item_1 = camera.find_child("BattleMenuItem1")
if battle_menu_item_1 == null:
battle_menu_item_1 = Label.new()
battle_menu_item_1.set_name(&"BattleMenuItem1")
camera.add_child(battle_menu_item_1, true)
battle_menu_item_1.set_owner(camera)
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var battle_menu_item_2 = camera.find_child("BattleMenuItem2")
if battle_menu_item_2 == null:
battle_menu_item_2 = Label.new()
battle_menu_item_2.set_name(&"BattleMenuItem2")
camera.add_child(battle_menu_item_2, true)
battle_menu_item_2.set_owner(camera)
if state_dict["battle_item"] == null:
battle_menu_item_0.text = "Summon Item"
battle_menu_item_1.text = ""
var arrow_rect = battle_arrow.get_rect()
battle_arrow.position.x = (arrow_rect.size.x - viewport_size.x) / 2.0
battle_arrow.position.y = (viewport_size.y - arrow_rect.size.y) / 2.0
battle_menu_item_0.position.x = arrow_rect.size.x - viewport_size.x / 2.0
battle_menu_item_0.position.y = battle_arrow.position.y
state_dict["battle_selection"] = 0
state_dict["battle_options"] = ["summon"]
else:
battle_menu_item_0.text = "Attack with Item"
battle_menu_item_1.text = "Summon new Item"
var arrow_rect = battle_arrow.get_rect()
battle_arrow.position.x = (arrow_rect.size.x - viewport_size.x) / 2.0
battle_arrow.position.y = (viewport_size.y - arrow_rect.size.y * 3.0) / 2.0
battle_menu_item_0.position.x = arrow_rect.size.x - viewport_size.x / 2.0
battle_menu_item_0.position.y = battle_arrow.position.y
battle_menu_item_1.position.x = arrow_rect.size.x - viewport_size.x / 2.0
battle_menu_item_1.position.y = battle_arrow.position.y + arrow_rect.size.y
state_dict["battle_selection"] = 0
state_dict["battle_options"] = ["attack", "summon"]
BattleState.SummonMenu:
if not state_dict["battle_menu_setup"] or state_dict["battle_refresh_gui"]:
state_dict["battle_menu_setup"] = true
state_dict["battle_refresh_gui"] = false
var battle_arrow = camera.find_child("BattleArrow")
var battle_menu_item_0 = camera.find_child("BattleMenuItem0")
var battle_menu_item_1 = camera.find_child("BattleMenuItem1")
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var battle_menu_item_2 = camera.find_child("BattleMenuItem2")
battle_arrow.self_modulate = Color(1, 1, 1, 1)
battle_menu_item_0.text = "Summon Sword"
battle_menu_item_1.text = "Summon Hammer"
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battle_menu_item_2.text = "Summon Health Potion (+5 HP)"
var arrow_rect = battle_arrow.get_rect()
battle_arrow.position.x = (arrow_rect.size.x - viewport_size.x) / 2.0
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battle_arrow.position.y = (viewport_size.y - arrow_rect.size.y * 5.0) / 2.0
battle_menu_item_0.position.x = arrow_rect.size.x - viewport_size.x / 2.0
battle_menu_item_0.position.y = battle_arrow.position.y
battle_menu_item_1.position.x = arrow_rect.size.x - viewport_size.x / 2.0
battle_menu_item_1.position.y = battle_arrow.position.y + arrow_rect.size.y
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battle_menu_item_2.position.x = arrow_rect.size.x - viewport_size.x / 2.0
battle_menu_item_2.position.y = battle_arrow.position.y + arrow_rect.size.y * 2.0
state_dict["battle_selection"] = 0
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state_dict["battle_options"] = ["summon_sword", "summon_hammer", "summon_health"]
BattleState.SummonSword:
var summon_node = find_child("SummonAttempt")
if summon_node.success_count >= summon_node.MAX_SUCCESS:
camera.remove_child(summon_node)
var summon_item = gander.find_child("SummonItem")
if summon_item == null:
summon_item = Sprite2D.new()
summon_item.texture = load("res://gimp/sword.png")
summon_item.set_name(&"SummonItem")
gander.add_child(summon_item, true)
summon_item.set_owner(gander)
else:
summon_item.texture = load("res://gimp/sword.png")
gander.summon_item = summon_item
state_dict["battle_item"] = summon_item
gander.attack_type = gander.AttackType.SWORD
gander.summon_item_summoned = true
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sfx_player.stream = sfx_summon
sfx_player.play()
state_dict["battle_state"] = BattleState.EnemyAttack
level_guard_cached_pos = null
pick_guard_phase()
elif summon_node.error_count >= summon_node.MAX_ERRORS:
tween_scene = get_tree().create_tween()
tween_scene.tween_method(func(c): for i in range(8): summon_node.summon_arrows_arr[i].self_modulate = c, Color(1.0, 0.0, 0.0), Color(1.0, 0.0, 0.0, 0.0), 1.0)
tween_scene.tween_callback(func(): camera.remove_child(summon_node))
state_dict["battle_state"] = BattleState.EnemyAttack
level_guard_cached_pos = null
pick_guard_phase()
BattleState.SummonHammer:
var summon_node = find_child("SummonAttempt")
if summon_node.success_count >= summon_node.MAX_SUCCESS:
camera.remove_child(summon_node)
var summon_item = gander.find_child("SummonItem")
if summon_item == null:
summon_item = Sprite2D.new()
summon_item.texture = load("res://gimp/hammer.png")
summon_item.set_name(&"SummonItem")
gander.add_child(summon_item, true)
summon_item.set_owner(gander)
else:
summon_item.texture = load("res://gimp/hammer.png")
gander.summon_item = summon_item
state_dict["battle_item"] = summon_item
gander.attack_type = gander.AttackType.HAMMER
gander.summon_item_summoned = true
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sfx_player.stream = sfx_summon
sfx_player.play()
state_dict["battle_state"] = BattleState.EnemyAttack
level_guard_cached_pos = null
pick_guard_phase()
elif summon_node.error_count >= summon_node.MAX_ERRORS:
tween_scene = get_tree().create_tween()
tween_scene.tween_method(func(c): for i in range(8): summon_node.summon_arrows_arr[i].self_modulate = c, Color(1.0, 0.0, 0.0), Color(1.0, 0.0, 0.0, 0.0), 1.0)
tween_scene.tween_callback(func(): camera.remove_child(summon_node))
state_dict["battle_state"] = BattleState.EnemyAttack
level_guard_cached_pos = null
pick_guard_phase()
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BattleState.SummonHealth:
var summon_node = find_child("SummonAttempt")
if summon_node.success_count >= summon_node.MAX_SUCCESS:
camera.remove_child(summon_node)
var summon_item = gander.find_child("SummonItem")
if summon_item == null:
pass
else:
gander.remove_child(summon_item)
gander.summon_item = null
gander.summon_item_summoned = false
gander.health += 5
if gander.health > gander.max_health:
gander.health = gander.max_health
gander.health_dirty = true
sfx_player.stream = sfx_summon
sfx_player.play()
state_dict["battle_state"] = BattleState.EnemyAttack
state_dict["battle_item"] = null
level_guard_cached_pos = null
pick_guard_phase()
elif summon_node.error_count >= summon_node.MAX_ERRORS:
tween_scene = get_tree().create_tween()
tween_scene.tween_method(func(c): for i in range(8): summon_node.summon_arrows_arr[i].self_modulate = c, Color(1.0, 0.0, 0.0), Color(1.0, 0.0, 0.0, 0.0), 1.0)
tween_scene.tween_callback(func(): camera.remove_child(summon_node))
state_dict["battle_state"] = BattleState.EnemyAttack
level_guard_cached_pos = null
pick_guard_phase()
BattleState.EnemyAttack:
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if not state_dict["battle_menu_setup"] or state_dict["battle_refresh_gui"]:
state_dict["battle_menu_setup"] = true
state_dict["battle_refresh_gui"] = false
state_dict["parry_failed_played"] = false
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var battle_arrow = camera.find_child("BattleArrow")
var battle_menu_item_0 = camera.find_child("BattleMenuItem0")
var battle_menu_item_1 = camera.find_child("BattleMenuItem1")
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var battle_menu_item_2 = camera.find_child("BattleMenuItem2")
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battle_arrow.self_modulate = Color(1, 1, 1, 0)
battle_menu_item_0.text = ""
battle_menu_item_1.text = ""
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battle_menu_item_2.text = ""
if gander.summon_item != null:
lower_label.text = "Press key-Z, button-A, or Spacebar at the right time to parry!"
match guard_phase:
GuardPhase.Stomp:
tween_scene = get_tree().create_tween()
var diff = gander.position.x - level_guard_cached_pos.x
tween_scene.tween_property(level_guard, "position", level_guard_cached_pos + Vector2(diff / 2.0, -200.0), 1.0)
tween_scene.tween_property(level_guard, "position", level_guard_cached_pos + Vector2(diff / 2.0, 0.0), 0.7)
tween_scene.tween_property(level_guard, "position", level_guard_cached_pos + Vector2(diff, -200.0), 1.0)
tween_scene.tween_property(level_guard, "position", level_guard_cached_pos + Vector2(diff, 0.0), 0.7)
tween_scene.tween_callback(func():
state_dict["battle_state"] = BattleState.MainMenu
state_dict["battle_menu_setup"] = false
lower_label.text = ""
)
tween_scene.tween_property(level_guard, "position", level_guard_cached_pos, 1.0)
_:
state_dict["battle_state"] = BattleState.MainMenu
state_dict["battle_menu_setup"] = false
BattleState.PlayerAttack:
if gander.attack_target == null:
state_dict["battle_state"] = BattleState.EnemyAttack
state_dict["battle_menu_setup"] = false
play_attack_sfx_type = null
play_attack_sfx_once = false
elif not play_attack_sfx_once and play_attack_sfx_type != null:
var rng = RandomNumberGenerator.new()
if play_attack_sfx_type == "sword":
sfx_player.stream = sfx_sword_hit
sfx_player.play()
level_guard.health -= rng.randi_range(3, 4)
level_guard.health_dirty = true
elif play_attack_sfx_type == "hammer":
sfx_player.stream = sfx_hammer_hit
sfx_player.play()
level_guard.health -= rng.randi_range(2, 5)
level_guard.health_dirty = true
play_attack_sfx_type = null
play_attack_sfx_once = true
func handle_battle_input(event: InputEvent):
if state_dict["battle_state"] == BattleState.SummonSword or state_dict["battle_state"] == BattleState.SummonHammer \
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or state_dict["battle_state"] == BattleState.SummonHealth \
or state_dict["battle_state"] == BattleState.PlayerWin or state_dict["battle_state"] == BattleState.PlayerLose:
return
elif state_dict["battle_state"] == BattleState.EnemyAttack:
if event.is_pressed() and event.is_action("Confirm"):
if state_dict["parry_timer"] < 0.0 and gander.parry_active and not gander.hit_active and gander.summon_item != null:
lower_label.text = "Nice parry!"
gander.parry_success = true
sfx_player.stream = sfx_parry
sfx_player.play()
tween_scene.kill()
tween_scene = get_tree().create_tween()
tween_scene.tween_property(level_guard, "position", level_guard_cached_pos, 0.8)
tween_scene.tween_callback(func():
state_dict["battle_state"] = BattleState.MainMenu
state_dict["battle_menu_setup"] = false
lower_label.text = ""
)
state_dict["parry_timer"] = parry_penalty
return
if event.is_pressed():
if event.is_action("Down"):
state_dict["battle_selection"] += 1
if state_dict["battle_selection"] >= state_dict["battle_options"].size():
state_dict["battle_selection"] = 0
battle_arrow_positioning()
elif event.is_action("Up"):
state_dict["battle_selection"] -= 1
if state_dict["battle_selection"] < 0:
state_dict["battle_selection"] = state_dict["battle_options"].size() - 1
battle_arrow_positioning()
elif event.is_action("Confirm"):
handle_battle_action(state_dict["battle_options"][state_dict["battle_selection"]])
elif event.is_action("Cancel"):
handle_battle_action("cancel")
func handle_battle_action(action):
match action:
"attack":
state_dict["battle_state"] = BattleState.PlayerAttack
state_dict["battle_menu_setup"] = false
sfx_player.stream = sfx_confirm
sfx_player.play()
if gander.summon_item != null:
gander.attack_target = level_guard
"summon":
state_dict["battle_state"] = BattleState.SummonMenu
state_dict["battle_menu_setup"] = false
sfx_player.stream = sfx_confirm
sfx_player.play()
"summon_sword":
state_dict["battle_state"] = BattleState.SummonSword
state_dict["battle_menu_setup"] = false
var summon_scene = load("res://summoning.tscn")
var summon_node = summon_scene.instantiate()
summon_node.set_name(&"SummonAttempt")
camera.add_child(summon_node, true)
summon_node.set_owner(camera)
sfx_player.stream = sfx_confirm
sfx_player.play()
"summon_hammer":
state_dict["battle_state"] = BattleState.SummonHammer
state_dict["battle_menu_setup"] = false
var summon_scene = load("res://summoning.tscn")
var summon_node = summon_scene.instantiate()
summon_node.set_name(&"SummonAttempt")
camera.add_child(summon_node, true)
summon_node.set_owner(camera)
sfx_player.stream = sfx_confirm
sfx_player.play()
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"summon_health":
state_dict["battle_state"] = BattleState.SummonHealth
state_dict["battle_menu_setup"] = false
var summon_scene = load("res://summoning.tscn")
var summon_node = summon_scene.instantiate()
summon_node.set_name(&"SummonAttempt")
camera.add_child(summon_node, true)
summon_node.set_owner(camera)
sfx_player.stream = sfx_confirm
sfx_player.play()
"cancel":
state_dict["battle_state"] = BattleState.MainMenu
state_dict["battle_menu_setup"] = false
sfx_player.stream = sfx_cancel
sfx_player.play()
_:
pass
func battle_arrow_positioning():
var battle_arrow: Sprite2D = camera.find_child("BattleArrow")
if battle_arrow != null:
var arrow_rect = battle_arrow.get_rect()
battle_arrow.position.y = (viewport_size.y + arrow_rect.size.y) / 2.0 - (arrow_rect.size.y * (state_dict["battle_options"].size() - state_dict["battle_selection"]))
sfx_player.stream = sfx_select
sfx_player.play()
func pick_guard_phase():
guard_phase = GuardPhase.Stomp