the-third-place/scenes/main.gd

197 lines
5.7 KiB
GDScript

extends Node2D
var player = preload("res://scenes/player.tscn")
var instance = null
var playing: bool = false
var enemy_wave: int
var enemy_count: int = 0:
set(value):
if value < 0:
print_debug("Enemy value set to below zero: ", get_stack())
if value > 27:
print_debug("Enemy value set to above 27!: ", get_stack())
enemy_count = value
const COLS: int = 9
const ROWS: int = 3
@onready var start_button = $CanvasLayer/CenterContainer/Start
@onready var game_over = $CanvasLayer/CenterContainer/GameOver
func _ready():
game_over.hide()
start_button.show()
EventBus.player_died.connect(_on_player_died)
#EventBus.enemy_died.connect(_on_enemy_died)
EventBus.enemy_hit.connect(_on_enemy_hit)
EventBus.flash_screen.connect(_on_flash_screen)
EventBus.win_game.connect(_on_win_game)
EventBus.secret_win_game.connect(_on_secret_win_game)
#func spawn_enemies():
## print("Remaining enemies: ", enemy_count)
## await get_tree().process_frame
#enemy_wave += 1
#print("Enemy Wave: ", enemy_wave)
#for x in range(COLS):
#for y in range(ROWS):
#var e = enemy.instantiate()
#var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
#add_child(e)
#e.start(pos)
#enemy_count = ROWS * COLS
#await get_tree().process_frame
#print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
#
#
#
##func _on_enemy_died():
##enemy_count -= 1
##print_debug(enemy_count)
##if enemy_count == 0:
##print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
### win_game()
##await get_tree().create_timer(2).timeout
##$Wave.spawn_enemies()
##if enemy_count == ROWS * COLS / 2:
##print_debug("Enemy count is 50%")
##update_enemy_aggression(2,10)
##EventBus.goose_talk.emit()
##if enemy_count == ROWS * COLS / 4:
##print_debug("Enemy count is 25%")
##update_enemy_aggression(1,1)
#
##func update_enemy_aggression(low,high):
##var nodes = get_tree().get_nodes_in_group("enemies")
##
##for node in nodes:
##if node is Area2D:
##node.enemy_move_aggression = randf_range(low,high)
##node.enemy_shoot_aggression = randf_range(low,high)
##node.tween_speed = min(low,high) - .75
func _on_enemy_hit(value: int):
Global.score += value
$CanvasLayer/UI.update_score(Global.score)
func _on_player_died():
# get_tree().call_group("enemies", "queue_free")
# $Player.set_process(false)
# get_tree().call_group("enemies", "set_process", false)
EventBus.goose_talk.emit(7)
instance.queue_free()
game_over.show()
$LevelAudio.stop()
await get_tree().create_timer(2).timeout
game_over.hide()
$CanvasLayer/Title.show()
start_button.show()
playing = false
func new_game():
$CanvasLayer/Title.hide()
# Ensure enemies are cleared.
get_tree().call_group("boss", "queue_free")
get_tree().call_group("enemies", "queue_free")
get_tree().call_group("shards", "queue_free")
get_tree().call_group("enemy_bullets", "queue_free")
# print("Number of enemies at new_game: ",enemy_count)
enemy_count = 0
enemy_wave = 0
await get_tree().process_frame
# Reset score.
Global.score = 0
$CanvasLayer/UI.update_score(Global.score)
# Tell the shield to recharge.
# EventBus.initialize_shieldbar.emit()
# await EventBus.initialize_shieldbar
# instantiate the Player
# await get_tree().create_timer(1).timeout
instance = player.instantiate()
add_child(instance)
$Player.start()
# Reset Clouds
EventBus.cloud_speed.emit(false)
# Do some DapperGoose talk
await get_tree().create_timer(1.5).timeout
EventBus.goose_talk.emit(6,4)
# Tell the enemies to spawn!
#await get_tree().create_timer(.5).timeout
$Wave.wave_count = 0
$Wave.spawn_enemies()
# Tell the game we're playing.
playing = true
print("New game started!")
# Play Level Music
$LevelAudio.play()
func _input(EventInput):
if EventInput.is_action_pressed("shoot") and playing == false:
print("Input detected!")
start_button.hide()
$Welcome.play()
new_game()
func _on_start_pressed():
start_button.hide()
$Welcome.play()
new_game()
func _on_secret_win_game():
playing = false
game_over.show()
#await get_tree().create_timer(8).timeout
game_over.hide()
$CanvasLayer/Title.show()
start_button.show()
func _on_win_game(value: int):
if value == 1: # Heart Taken
playing = false
$Player._on_player_victory(1)
await $Player._on_player_victory(1)
game_over.show()
await get_tree().create_timer(5).timeout
game_over.hide()
$CanvasLayer/Title.show()
start_button.show()
if value == 2: #Heart Broken
playing = false
$Player._on_player_victory(2)
await $Player._on_player_victory(2)
game_over.show()
await get_tree().create_timer(5).timeout
game_over.hide()
$CanvasLayer/Title.show()
start_button.show()
func _on_flash_screen(duration: float):
print("flash!")
$CanvasLayer/ColorRect.visible = true
await get_tree().create_timer(duration).timeout
#var tween = create_tween().set_parallel(false)
#tween.tween_property($CanvasLayer/ColorRect.material, "intensity", 1.0, duration)
#tween.set_ease(Tween.EASE_IN_OUT).tween_property($CanvasLayer/ColorRect.material, "intensity", 0.0, duration)
#await tween.finished
print("flash finished!")
$CanvasLayer/ColorRect.visible = false