Merge pull request #16 from creyD/dev

Minor Cleanup
This commit is contained in:
2020-04-21 03:14:38 +02:00
committed by GitHub
43 changed files with 203 additions and 177 deletions

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@@ -4,10 +4,10 @@ const EFFECT_LAYERS:int = 20
var _effect: Array = []
var _music: AudioStreamPlayer
#Playback Options
# Playback Options
var _loop: bool = true
#Settings that should be put into an Options script
# Settings that should be put into an Options script
var _music_volume:int = -12
var _effects_volume:int = -12
@@ -26,44 +26,50 @@ func _ready() -> void:
_effect[i].connect("finished", self, "sig_effect_finished")
add_child(_effect[i])
func pub_play_music(path:String,should_loop:bool=true)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
# AudioServer.set_bus_mute(1, true)
_music.stop()
_music.stream = stream
_music.play()
_loop=should_loop
func pub_play_effect(path:String,channel:int=0)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
# AudioServer.set_bus_mute(1, true)
_effect[channel].stop()
_effect[channel].stream = stream
_effect[channel].play()
func pub_stop_music()-> void:
_music.stop()
func pub_stop_effect(channel:int)-> void:
_effect[channel].stop()
func pub_stop_effects()-> void:
for i in range(0,EFFECT_LAYERS):
_effect[i].stop()
func pub_stop_all() -> void:
pub_stop_music()
pub_stop_effects()
func sig_music_finished() -> void:
#AudioServer.set_bus_mute(1, false)
# AudioServer.set_bus_mute(1, false)
if _loop :
_music.stop()
_music.play()
pass
func sig_effect_finished() -> void:
#AudioServer.set_bus_mute(1, false)
# AudioServer.set_bus_mute(1, false)
pass

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@@ -27,6 +27,7 @@ var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"

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@@ -14,12 +14,15 @@ var totaldamage := 0.0
var rollvector = Vector2.ZERO
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _ready():
grid = get_tree().current_scene.get_node("Grid")
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
@@ -27,6 +30,7 @@ func move():
move_and_slide(velocity)
_animate(velocity)
func _physics_process(delta):
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
@@ -55,6 +59,7 @@ func _on_Hurtbox_area_entered(area):
func _on_Hurtbox_area_exited(area):
damage_per_second -= area.damage
# API Interface for ai_hero
func run(direction, delta):
direction = direction.normalized()
@@ -66,6 +71,7 @@ func run(direction, delta):
else:
pass
func _animate(vec):
match get_nearest_diretion(vec):
"up":
@@ -82,8 +88,6 @@ func _animate(vec):
$Sprite.play("right")
func get_nearest_diretion(vec):
var directions = {
"up": Vector2(0, -1.1),

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@@ -1,5 +1,6 @@
extends Panel
func _on_SlimeBoss_state_changed(new_state_name):
$VBoxContainer/State.text = new_state_name

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@@ -16,14 +16,15 @@ var time_passed := 0.0
var offset
export(float, 0, 42.0) var refresh_rate = 0.4
func _point_coors(point : Vector2):
return 14*point.y+point.x
func _ready():
var walls = get_tree().current_scene.get_node("FloorTileMap")
offset = walls.global_position
for x in range(14):
object_grid.push_back([])
prio_grid.push_back([])
@@ -31,7 +32,6 @@ func _ready():
object_grid[x].push_back([Kind.FIELD])
prio_grid[x].push_back([Kind.TERMINAL_SYMBOL])
for tile in walls.get_used_cells():
if(is_in_coord(tile)):
object_grid[tile.x][tile.y][0] = Kind.WALL
@@ -45,7 +45,7 @@ func _ready():
var Index = _point_coors(Vector2(x,y))
aStar_node.add_point(Index, Vector3(x,y,0.0))
#add points straight
# add points straight
for point in walkableCells:
var point_index = _point_coors(point)
@@ -64,7 +64,7 @@ func _ready():
continue
aStar_node.connect_points(point_index, point_relative_index, true)
#diagonal
# diagonal
for point in walkableCells:
var point_index = _point_coors(point)
@@ -100,6 +100,7 @@ func recalculate_path():
var end_index = _point_coors(path_end_position)
_point_path = aStar_node.get_point_path(start_index, end_index)
func _reset_grids():
for x in range(14):
for y in range(7):
@@ -128,6 +129,7 @@ func _pixel_to_grid_coords(pixel : Vector2) -> Vector2:
new_coords.y = floor((pixel.y-offset.y) / 32.0)
return new_coords
func get_nearest(position, kind):
var list = []
for x in range(14):
@@ -147,6 +149,7 @@ func get_nearest(position, kind):
mini = i
return list[mini]
func get_fields_around(point):
var points_relative_str = PoolVector2Array([
Vector2(point.x + 1, point.y + 1),
@@ -202,6 +205,7 @@ func _update_grid():
scale = 0
aStar_node.set_point_weight_scale(index, scale)
func _physics_process(delta):
if(time_passed > refresh_rate):
time_passed -= refresh_rate
@@ -225,7 +229,6 @@ func _set_path_start_position(value : Vector2):
path_start_position = value
func _set_path_end_position(value : Vector2):
if value in obstacles:
return

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@@ -26,10 +26,12 @@ export(String, FILE, "*.tscn,*.scn") var scene_to_load = ""
func _ready():
next()
func _physics_process(delta):
if Input.is_action_just_pressed("dialogue_advance"):
next()
func next():
finished_indicator.modulate = Color(1, 1, 1, 0)
cur_line += 1

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@@ -12,7 +12,8 @@ func _process(delta):
func _ready():
SoundControler.pub_play_music("res://Menus/Credits/Chad_Crouch_-_Algorithms.ogg",false)
SoundControler.pub_play_music("res://Menus/Credits/Chad_Crouch_-_Algorithms.ogg", false)
func _on_AnimationPlayer_animation_finished(anim_name):
SoundControler.pub_stop_music()

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@@ -14,6 +14,7 @@ onready var animation_player = $AnimationPlayer
var first_action = true
func _physics_process(delta):
if Input.is_action_just_pressed("skip"):
if(first_action):
@@ -22,6 +23,7 @@ func _physics_process(delta):
first_action != first_action
next()
func set_dialogue_identifier(val):
dialogue_identifier = val
_dialogue = dialogues.get_dialogue(val)

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@@ -16,5 +16,6 @@ func _ready():
"Boss: We'll see about that!"
])
func get_dialogue(id):
return _dialogues[id]

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@@ -15,11 +15,13 @@ enum cards {
EMPTY
}
func _ready():
update_cards()
export var ObjectParent:NodePath
func update_cards():
var index = 0
while index < 5 and usedCards[index] != cards.EMPTY:
@@ -49,7 +51,6 @@ func update_cards():
for i in range(index):
newchild[i].set_begin(cardPositions[i])
for i in range(index):
newchild[i].margin_bottom = newchild[i].margin_top+32
newchild[i].margin_right = newchild[i].margin_left+32

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@@ -4,8 +4,9 @@ const Grid = preload("res://Maps/Grid.gd")
onready var grid = get_tree().current_scene.get_node("Grid")
onready var ysort = get_tree().current_scene.get_node("YSort")
#DropZone
#stuff can be dropped here
# DropZone
# Stuff can be dropped here
func can_drop_data(_pos, data):
return typeof(data) == typeof(PackedScene)
@@ -14,7 +15,7 @@ func get_nearest_grid_pos(position, scale = 1):
return Vector2(round(position.x / 32.0) * scale, round(position.y / 32.0) * scale)
#what is to be done when data is dropped
# What is to be done when data is dropped
func drop_data(_pos, data:PackedScene):
var new_pos = get_nearest_grid_pos(_pos)
if grid.object_grid[new_pos.x - 1][new_pos.y - 1].back() == Grid.Kind.FIELD:

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@@ -7,7 +7,8 @@ export var DeleteOnGrab:bool = false
var card_level = 0
#if a drag is initiated here
# if a drag is initiated here
func get_drag_data(_pos):
if (canNotPlace):
return null

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@@ -3,10 +3,12 @@ extends Node2D
export(String, FILE, "*.tscn,*.scn") var restart_scene = ""
export(String, FILE, "*.tscn,*.scn") var title_screen = ""
func _on_Restart_pressed():
get_tree().change_scene(restart_scene)
SoundControler.pub_stop_effects()
func _on_TitleScreen_pressed():
get_tree().change_scene(title_screen)
SoundControler.pub_stop_effects()

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@@ -8,11 +8,11 @@ var showCards = true
var shownCards = []
var allowChoosCards = false
func _ready():
DrNDr = get_tree().current_scene.get_node("CanvasLayer").get_node("DragNDropUI")
func starting():
shownCards = []
if (showCards):
@@ -74,6 +74,7 @@ func starting():
else:
pass
func _input(event):
if((event is InputEventMouseButton) && allowChoosCards):
for card in range(3):
@@ -98,5 +99,3 @@ func _input(event):
func _on_Button_pressed():
Engine.time_scale=1
self.hide()
pass # Replace with function body.

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@@ -2,15 +2,19 @@ extends AnimatedSprite
onready var timer = $Timer
func _ready():
timer.connect("timeout", self, "_timeout")
func start():
timer.set_wait_time(0.25)
timer.start()
func _timeout():
play("begin")
func _animation_finished():
play("loop")

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@@ -11,11 +11,13 @@ onready var startup= $Startup
var finished_once := false
func _ready():
startup.start()
animation_player.play("__INIT__")
SoundControler.pub_play_music("res://Menus/Sounds/menu_theme.ogg", false)
func _process(_delta):
if not finished_once and Input.is_action_just_pressed("skip"):
startup.animation = "loop"
@@ -29,5 +31,6 @@ func _process(_delta):
animation_player.play("show_buttons")
finished_once = true
func _exit_tree():
SoundControler.pub_stop_music()

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@@ -5,6 +5,7 @@ export(String, FILE, "*.tscn,*.scn") var scene_to_load = ""
export(bool) var quit = false
var ignore_once = false
func _pressed():
SoundControler.pub_play_effect("res://Menus/Sounds/menu_option_select.ogg",0)
if quit:
@@ -18,7 +19,6 @@ func _on_TitleScreenButton_mouse_entered():
grab_focus()
func _on_TitleScreenButton_focus_entered():
if not ignore_once:
SoundControler.pub_play_effect("res://Menus/Sounds/menu_focus_change.ogg",0)

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@@ -8,6 +8,7 @@ func _on_Restart_pressed():
get_tree().change_scene(restart_scene)
SoundControler.pub_stop_effects()
func _on_TitleScreen_pressed():
get_tree().change_scene(title_screen)
SoundControler.pub_stop_effects()

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@@ -1,9 +1,10 @@
extends AnimatedSprite
func _ready():
play("place")
func _on_Hurtbox_area_entered(area):
SoundControler.pub_play_effect("res://Objects/Banana/Banane3.wav",3)
SoundControler.pub_play_effect("res://Objects/Banana/Banane3.wav", 3)
queue_free()

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@@ -1,15 +1,17 @@
extends StaticBody2D
export(int,1,10) var health = 1
export(int, 1, 10) var health = 1
var GreenDrop = 0.4
var BlueDrop = 0.5
var RedDrop = 0.8
var Heart = 0.2
func offset_vec():
var offset = 16
return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset)
func _on_Hurtbox_area_entered(area):
health -= area.damage
if(health>0):
@@ -21,7 +23,7 @@ func _on_Hurtbox_area_entered(area):
var RedRubies = load("res://Objects/Rubies/Red.tscn")
var Hearts = load("res://Objects/Heart/Heart.tscn")
#index of ysort
# index of ysort
var world = get_tree().current_scene.get_node("YSort")
if(randf()<GreenDrop):
var green = GreenRubies.instance()
@@ -39,4 +41,3 @@ func _on_Hurtbox_area_entered(area):
var heart = Hearts.instance()
world.add_child(heart)
heart.global_position = global_position+offset_vec()

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@@ -1,10 +1,10 @@
extends StaticBody2D
# This is the decay script for the barrier
# TODO: please adjust it for actual gameplay
export (float, 0.5, 10.0) var decay_time = 1.5
func on_timer_timeout():
queue_free()

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@@ -1,12 +1,15 @@
extends StaticBody2D
func _sound_finished():
SoundControler.pub_play_effect("res://Objects/Bonfire/Bonfire.wav",3)
SoundControler.pub_play_effect("res://Objects/Bonfire/Bonfire.wav", 3)
func _ready():
SoundControler.pub_play_effect("res://Objects/Bonfire/Bonfire.wav",3)
SoundControler.pub_play_effect("res://Objects/Bonfire/Bonfire.wav", 3)
SoundControler._effect[3].volume_db = -20
SoundControler._effect[3].connect("finished",self,"_sound_finished")
SoundControler._effect[3].connect("finished", self, "_sound_finished")
func _on_Hurtbox_area_entered(area):
queue_free()

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@@ -1,9 +1,10 @@
extends Node2D
var CHANNEL = 2
#one sound will be chosen at random
export var SoundLibary :PoolStringArray=[]
# One walk sound will be chosen at random
func _on_Hurtbox_area_entered(area):
var sound = SoundLibary[rand_range(0,SoundLibary.size())]
SoundControler.pub_play_effect(sound,CHANNEL)

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@@ -1,9 +1,6 @@
extends Node2D
func _on_Hurtbox_area_entered(area):
SoundControler.pub_play_effect("res://Objects/Rubies/emerald3.wav",8)
queue_free()

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@@ -6,10 +6,12 @@ var Minion = load("res://Boss/Minion.tscn")
var elapsedTime = 0.0
func offset_vec():
var offset = 16
return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset)
func _physics_process(delta):
elapsedTime += delta
if(elapsedTime>=spawnRate):
@@ -30,6 +32,7 @@ func _on_Hurtbox_area_entered(area):
func _sound_finished():
SoundControler.pub_play_effect("res://Objects/Torch/Torch.wav",4)
func _ready():
SoundControler.pub_play_effect("res://Objects/Torch/Torch.wav",4)
SoundControler._effect[4].volume_db = -20

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@@ -1,5 +1,6 @@
extends Node2D
func _on_Hurtbox_area_entered(area):
$AnimatedSprite.play("clap")
SoundControler.pub_play_effect("res://Objects/Traps/Bear/Barenfalle.wav",3)

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@@ -9,6 +9,7 @@ func on_timer_timeout():
SoundControler.pub_stop_effect(4)
queue_free()
func _ready():
$Sprite.play("burn")
add_child(timer)
@@ -20,8 +21,6 @@ func _ready():
SoundControler._effect[5].connect("finished",self,"_sound_finished")
func _on_Hitbox_body_entered(body):
if(body.get_name() == "Player"):
body.velocity*=-3
@@ -29,5 +28,3 @@ func _on_Hitbox_body_entered(body):
func _sound_finished():
SoundControler.pub_play_effect("res://Objects/Traps/Flame/Fire.wav",5)

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@@ -4,17 +4,20 @@ export(float, 0.1, 3.0) var time_to_recharge = 3.0
var time = Timer.new()
func _ready():
add_child(time)
$Sprite.play("out")
SoundControler.pub_play_effect("res://Objects/Traps/Spike/Spike6.wav",9)
$"Hitbox/CollisionShape2D".disabled = true
func on_timer_timeout():
$Sprite.play("out")
SoundControler.pub_play_effect("res://Objects/Traps/Spike/Spike6.wav",9)
time.stop()
func _on_Sprite_animation_finished():
if $Sprite.get_animation() == "default":
$"Hitbox/CollisionShape2D".disabled = false
@@ -33,5 +36,3 @@ func _on_Hitbox_area_entered(area):
if($Sprite.get_animation()=="default"):
SoundControler.pub_play_effect("res://Objects/Traps/Spike/Spike6.wav",9)
$Sprite.play("in")

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@@ -1 +0,0 @@
extends Node

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@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://Overlap/Mechanics/Mechanics.gd" type="Script" id=1]
[node name="Core" type="Node"]
script = ExtResource( 1 )

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@@ -39,6 +39,3 @@ func go_to_next_state_in_sequence():
state_active = get_child(new_state_index)
state_active.enter()

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@@ -26,5 +26,3 @@ func set_speed(value):
speed = 0.0
else:
speed = value

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@@ -62,7 +62,7 @@ config/icon="res://icon.png"
[autoload]
SoundControler="*res://Autoloads/SoundControler.gd"
SoundControler="*res://Autoloads/SoundController.gd"
Steering="*res://Autoloads/Steering.gd"
Globals="*res://Autoloads/Globals.gd"