-
Notifications
You must be signed in to change notification settings - Fork 34
/
Copy pathgame.gd
302 lines (265 loc) · 9.19 KB
/
game.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
extends Control
var offsetX
var offsetY = -50
var collectablesStrings = ["heart","meat","badge"]
var fakeSpeed = 300
var players
var score = 0
var finalScore = 0
var distanceWalked = 0
var ground
var globalIdCounter = 0
var badgePropability = 800 # dice of 0..1024
var badgeScore = 10000 # score needet to randomly drop badges
var stage = 1 # each 5000 points one stage
var nextLevel = 5000
var placeholderScore
var placeholderScoreSize
var spriteWidth
var obstaclesCount = 8
var enemysCount = 12
var wolkenMaxCount = 10
var collectablesCount = 8
var allDead = false
var cheatsEnabled = true
# cheatCodeChecker
var tempKeyStore =""
onready var Restartpoint = preload("res://restartPoint.tscn")
onready var Obstacles = preload("res://assets/obstacles.tscn")
onready var Enemys = preload("res://assets/enemys.tscn")
onready var Collectables = preload("res://assets/collectables.tscn")
onready var Badge = preload("res://Badges.tscn")
onready var Wolke = preload("res://Wolke.tscn")
onready var RockShower = preload("res://assets/rockShower.tscn")
onready var viewportSize = get_viewport().size
onready var muteCheckbox = get_node("hud/Mute")
onready var playersNode = get_node("players")
onready var cameraNode = get_node("cameraNode")
onready var spritesNode = get_node("sprites")
onready var enemysNode = spritesNode.get_node("enemys")
onready var collectablesNode = spritesNode.get_node("collectables")
onready var constMoveNode = spritesNode.get_node("constantMovement")
onready var restartPointsNode = constMoveNode.get_node("restartPoints")
onready var obstaclesNode = constMoveNode.get_node("obstacles")
onready var wolkenNode = spritesNode.get_node("wolken")
onready var groundSprites = constMoveNode.get_node("ground")
onready var groundSprite1 = groundSprites.get_node("Sprite1")
onready var groundSprite2 = groundSprites.get_node("Sprite2")
onready var actionPopup = get_node("hud/actionPopup")
onready var pointsLabel = get_node("hud/points")
onready var playersLabel = get_node("hud/players")
func everyPlayerReady():
for player in playersNode.get_children():
if not player.readyToPlay:
return false
return true
remote func setReadyToPlay(playerid):
# mark player ready
# when every player ready emit "gogo" event.
playersNode.get_node(playerid).readyToPlay = true
if everyPlayerReady():
mapGen()
rpc("gogo")
rpc("rpcShowActionStage",1)
func _player_disconnected(playerid):
setReadyToPlay(str(playerid)) # test
sync func gogo():
# server emits this to start the game when everybody
# has loaded and is ready.
get_tree().set_pause(false)
set_process(true)
sync func rpcShowActionStage(_stage):
actionPopup.showStage(_stage)
func _ready():
muteCheckbox.pressed = utils.config.get_value("audio","mute")
spriteWidth = groundSprite1.get_texture().get_size().x
placeholderScore = pointsLabel.text
placeholderScoreSize = placeholderScore.length()
set_process_input(true)
# seed(0)
# seed(100)
seed(hash(utils.config.get_value("player", "seed")))
if get_tree().is_network_server():
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
pass
get_tree().set_pause(true)
setReadyToPlay("1")
else:
rpc_id(1, "setReadyToPlay", str(get_tree().get_network_unique_id()))
get_tree().set_pause(true) # server unpauses us when every player is ready
func mapGen():
if get_tree().is_network_server():
pass
obstaclesGen()
respawnpointGen()
enemysGen()
wolkenGen()
collectablesGen()
# badgesGen() # since we can choose the player now no need for "badges" any more, maybe later....
sync func rpcRespawnpoint(pos):
var restartPoint = Restartpoint.instance()
restartPointsNode.position.x=0
restartPointsNode.add_child(restartPoint)
restartPoint.global_position = pos
func respawnpointGen():
var distance = 1500
var restartPoint = Restartpoint.instance()
var pos = Vector2(distance , get_node("groundCollision/CollisionShape2D").position.y)
rpc("rpcRespawnpoint", pos)
sync func rpcCollectable(pos,choice, name):
var collectable = Collectables.instance()
collectable.choice(choice)
collectable.position = pos
collectable.set_name(str(name))
collectablesNode.add_child(collectable)
func collectablesGen():
var i = 0
var choice
## decide which obstacle
while i < collectablesCount:
if 30 < rand_range(0,100):
choice = collectablesStrings[0]
else:
choice = collectablesStrings[1]
var pos = Vector2(i*400+rand_range(1024,2000)-collectablesNode.position.x,rand_range(10,330))
rpc("rpcCollectable", pos, choice, globalIdCounter)
globalIdCounter += 1
i += 1
i = 0
func badgesGen():
if score < badgeScore : return
var choice = rand_range(0,1024)
if choice > badgePropability:
var pos = Vector2(rand_range(1024,2000)-collectablesNode.position.x,rand_range(10,330))
rpc("rpcBadge", pos, globalIdCounter)
globalIdCounter += 1
sync func rpcBadge(pos, name):
var badge = Collectables.instance()
badge.choice(collectablesStrings[2]) # badge
badge.position = pos
badge.set_name("badge" + str(name))
collectablesNode.add_child(badge)
sync func rpcEnemy(pos, scale, choice):#
var enemy = Enemys.instance()
enemy.choice("enemy",choice) ##only one available
enemy.position = pos
enemy.scale = scale
enemysNode.add_child(enemy)
func enemysGen():
var i = 0
while i < enemysCount:
var choice = round(rand_range(1,1)) ##only one available
var pos = Vector2(i*800+rand_range(1024,2000)-enemysNode.position.x,rand_range(0,rand_range(300,325)))
var scaleDice = rand_range(0.3,1)
var scale = Vector2(scaleDice,scaleDice)
rpc("rpcEnemy", pos, scale, choice)
i += 1
i = 0
sync func rpcObstacles(pos, flipped, scale ,choice):
var obstacle = Obstacles.instance()
obstacle.choice("kaktuss",choice)
obstacle.global_position= pos
obstacle.scale = Vector2(scale,scale)
if flipped:
obstacle.get_node("kaktuss"+str(choice)).get_node("Sprite").flip_h = true
else:
pass
obstaclesNode.add_child(obstacle)
func obstaclesGen():
var i = 0
while i < obstaclesCount:
var pos = Vector2(i*1000+rand_range(1024,2000)-obstaclesNode.global_position.x,rand_range(350,390))
var flipped
var choice = round(rand_range(1,8))
var scale = rand_range(0.8,1.2)
if rand_range(0,2) > 1:
flipped = true
else:
flipped = false
rpc("rpcObstacles", pos, flipped, scale, choice)
i += 1
i = 0
sync func rpcWolken(pos, wideness):
var wolke = Wolke.instance()
wolke.wideness = wideness
wolke.position=pos
wolkenNode.add_child(wolke)
func wolkenGen():
var currentCount = get_tree().get_nodes_in_group("wolken").size()
if currentCount < wolkenMaxCount:
var pos = Vector2(rand_range(1024,1400)-wolkenNode.position.x,rand_range(0,250))
var wideness = rand_range(1, 4)
rpc("rpcWolken", pos, wideness)
sync func setNewSpeed(_speed):
fakeSpeed +=_speed
func _process(delta):
constMoveNode.position.x-=fakeSpeed*delta
enemysNode.position.x-=fakeSpeed*delta*1.5
if !allDead:
distanceWalked = round(abs(constMoveNode.position.x)/10) # scoring from walked distance
finalScore = distanceWalked + score
if finalScore > nextLevel: # staging here
nextLevel+= nextLevel*0.75
stage+=1
if get_tree().is_network_server():
rpc("rpcShowActionStage",stage)
rpc("setNewSpeed",10)
pointsLabel.text=str(finalScore)
var playersText = ""
playersLabel.bbcode_text = "Stage: "+str(stage)+"\n"
for player in get_tree().get_nodes_in_group("players"):
var line = str(int(player.alive))+ " " + player.playerName
playersLabel.bbcode_text += "[right]" + utils.computeColorBB(player.playerName, line) + "[/right]\n"
func _on_VisibilityNotifier2D_screen_exited():
# two ground-tiles for seamless infinite maps
# everytime a tile hast left the screen, position.x is updating and new obstacles are generating
if groundSprite1.position.x<groundSprite2.position.x:
groundSprite1.position.x = groundSprite2.position.x + spriteWidth*groundSprite1.scale.x
else:
groundSprites.position.x=0
groundSprite2.position.x = groundSprite1.position.x + spriteWidth*groundSprite1.scale.x
mapGen()
func endGame():
get_parent().remove_child(self)
queue_free()
func _on_menu_pressed():
get_node("hud/PopupMenu").showMenu()
func _on_GameOverScreen_restartGame():
get_tree().get_root().get_node("Control").askForRestartGame()
func _on_PopupMenu_restartGame():
get_tree().get_root().get_node("Control").askForRestartGame()
func _on_Mute_toggled( pressed ):
utils.muteMaster(pressed)
func _input(event):
# cheat codes
if event.get_class()=="InputEventKey" and !event.is_pressed():
if(OS.get_scancode_string(event.scancode).length() == 1):
var tmp
if(event.shift):
tmp=OS.get_scancode_string(event.scancode)
else:
tmp=OS.get_scancode_string(event.scancode).to_lower()
if tempKeyStore.length()!=20:
tempKeyStore += tmp
var pos = tempKeyStore.find("shower")
if pos > -1:
cheatCode("shower")
tempKeyStore=""
else:
tempKeyStore=""
# cheat codes
func cheatCode(_string):
# 1. cheat - shower
if _string == "shower":
if get_tree().is_network_server():
rpcServerExecCheat("shower")
else:
rpc_id(1,"rpcServerExecCheat","shower")
############
remote func rpcServerExecCheat(_string):
if cheatsEnabled:
rpc(_string+"Cheat")
sync func showerCheat():
var rockShower = RockShower.instance()
get_tree().get_root().get_node("Control/game").add_child(rockShower)
rockShower.letItRain(1,5)