aboutsummaryrefslogtreecommitdiff
path: root/scripts
diff options
context:
space:
mode:
Diffstat (limited to 'scripts')
-rw-r--r--scripts/bullet.gd94
-rw-r--r--scripts/control.gd17
-rw-r--r--scripts/enemies.gd27
-rw-r--r--scripts/fx/selfdestruct.gd8
-rw-r--r--scripts/gui_picker.gd2
-rw-r--r--scripts/load_scenes.gd2
-rw-r--r--scripts/placer.gd2
-rw-r--r--scripts/resources.gd5
-rw-r--r--scripts/turret.gd29
-rw-r--r--scripts/wave.gd1
10 files changed, 131 insertions, 56 deletions
diff --git a/scripts/bullet.gd b/scripts/bullet.gd
index 3a50a12..86319bb 100644
--- a/scripts/bullet.gd
+++ b/scripts/bullet.gd
@@ -1,9 +1,14 @@
extends Spatial
var _enemies_holder
+var _fx_holder
+var load_scenes
var shooter
var damage = 0
+var aoe = 0
+var slowness_effect = 0
+var slowness_time = 0
var timer = 0
var time_life = 3
@@ -15,60 +20,89 @@ var hitlist = []
var ignore_collisions = false
func _ready():
- if ignore_collisions: return
- _enemies_holder = get_tree().root.get_node("world").find_node("enemies")
+ var root = get_tree().root.get_node("world")
+ _enemies_holder = root.get_node("enemies")
+ _fx_holder = root.get_node("fx")
var _err = $Area.connect("body_entered", self, "collided")
+ var saveload = root.get_node("saveload")
+ load_scenes = saveload.get_node("load_scenes")
+
+func bounce_physics (delta):
+ var forward_dir = -global_transform.basis.z.normalized()
+ var space: PhysicsDirectSpaceState = get_world().direct_space_state
+ var from = transform.origin
+ var to = transform.origin + forward_dir * speed * delta
+ var mask = 0b0101
+ var result = space.intersect_ray(from, to, [], mask)
+ if result.size() > 0:
+ hitlist.clear()
+ var bounced = forward_dir.bounce(result.normal).normalized()
+ var z = -bounced;
+ var x = bounced.cross(result.normal).normalized();
+ var y = x.cross(z).normalized();
+ var basis = Basis(x, y, z);
+ global_transform.basis = basis
+ forward_dir = -global_transform.basis.z.normalized()
+ var dist = transform.origin.distance_to(result.position)
+ transform.origin = result.position
+ var amt = speed * delta - dist
+ global_translate(forward_dir * amt)
+ else:
+ global_translate(forward_dir * speed * delta)
func _physics_process(delta):
timer += delta
if timer >= time_life:
+ if aoe > 0: explode()
queue_free()
return
-
- if ignore_collisions: return
- var forward_dir = -global_transform.basis.z.normalized()
if bounce:
- var space: PhysicsDirectSpaceState = get_world().direct_space_state
- var from = transform.origin
- var to = transform.origin + forward_dir * speed * delta
- var mask = 0b0101
- var result = space.intersect_ray(from, to, [], mask)
- if result.size() > 0:
- hitlist.clear()
- var bounced = forward_dir.bounce(result.normal).normalized()
- var z = -bounced;
- var x = bounced.cross(result.normal).normalized();
- var y = x.cross(z).normalized();
- var basis = Basis(x, y, z);
- global_transform.basis = basis
- forward_dir = -global_transform.basis.z.normalized()
- var dist = transform.origin.distance_to(result.position)
- transform.origin = result.position
- var amt = speed * delta - dist
- global_translate(forward_dir * amt)
- else:
- global_translate(forward_dir * speed * delta)
+ bounce_physics(delta)
else:
+ var forward_dir = -global_transform.basis.z.normalized()
global_translate(forward_dir * speed * delta)
+func explode ():
+ var space = get_world().direct_space_state
+
+ var shape = SphereShape.new()
+ shape.radius = aoe
+
+ var params: = PhysicsShapeQueryParameters.new()
+ params.set_shape(shape)
+ params.collision_mask = 0b1000
+ params.transform = transform
+
+ var result = space.intersect_shape(params)
+ for body in result:
+ apply_damage(body.collider.get_parent().name)
+
+ var fx_ex = load_scenes.fx_explosion.instance()
+ fx_ex.transform = transform
+ fx_ex.transform.basis = fx_ex.transform.basis.scaled(Vector3.ONE * aoe)
+ fx_ex.time_life = 0.2
+ _fx_holder.add_child(fx_ex)
+
func collided(body):
- if ignore_collisions: return
var parent = body.get_parent()
if parent == shooter: return
if parent in hitlist: return
if hit_something == false:
var groups = parent.get_groups()
- if "enemies" in groups:
- _enemies_holder.damage(parent.name, damage)
+ ## TODO design? aoe damages twice: on hit and aoe
+ if "enemies" in groups: apply_damage(parent.name)
+ if aoe > 0: explode()
-
if !bounce:
hit_something = true
+ if aoe > 0: explode()
queue_free()
else:
hitlist.append(parent)
- print(hitlist)
+func apply_damage (enemyname):
+ _enemies_holder.damage(enemyname, damage, slowness_effect, slowness_time)
+
diff --git a/scripts/control.gd b/scripts/control.gd
index 7c8b95d..68b0bb4 100644
--- a/scripts/control.gd
+++ b/scripts/control.gd
@@ -88,8 +88,8 @@ func build_option (st, sttype):
func buy (pos, rot, turr_name):
var info = load_turrets.info[turr_name]
- if resources.greater_than(info.cost):
- resources.sub(info.cost)
+ if ineditor or resources.greater_than(info.cost):
+ if !ineditor: resources.sub(info.cost)
var obj = placer.inst_turret(pos, rot, turr_name)
editing_turret = obj.name
state = Globals.PlayerState.EDIT
@@ -100,8 +100,8 @@ func buy (pos, rot, turr_name):
func upgrade (turr_inst_name, upg_name):
var info = load_turrets.info[upg_name]
- if resources.greater_than(info.cost):
- resources.sub(info.cost)
+ if ineditor or resources.greater_than(info.cost):
+ if !ineditor: resources.sub(info.cost)
var prv = turret_holder.get_node(turr_inst_name)
var pos = prv.transform.origin
var rot = prv.transform.basis.get_rotation_quat()
@@ -254,6 +254,15 @@ func gui_start_wave_event ():
wave.start()
gui.refresh()
+func end_wave_event ():
+ wave.end()
+
+ for turr in turret_holder.get_children():
+ if turr.info.has("resource_per_wave"):
+ resources.add(turr.info.resource_per_wave)
+
+ _refresh()
+
func gui_save_map_event (): saveload_map.map_save()
func gui_save_as_map_event (mapname : String):
diff --git a/scripts/enemies.gd b/scripts/enemies.gd
index fe5ae14..a0f4416 100644
--- a/scripts/enemies.gd
+++ b/scripts/enemies.gd
@@ -7,7 +7,7 @@ var _enemy_blue
var _dissolve_mat : ShaderMaterial
var _enemy_mat : Material
-var wave
+var control
var _fx_holder
var _fx_enemy_damage
@@ -33,7 +33,7 @@ var colors = [
func _ready():
var root = get_tree().root.get_node("world")
_fx_holder = root.get_node("fx")
- wave = root.get_node("wave")
+ control = root.get_node("player").get_node("control")
_path = root.get_node("path")
_resources = root.get_node("player").get_node("resources")
_dissolve_mat = load("res://shaders/dissolve_mat.tres")
@@ -61,8 +61,8 @@ func spawn(name, node_cur=0, rel_pos=0):
enemies[serial_enemy] = {
"name": name,
"hp": info.lives,
- "slowed_effect": 0,
- "slowed_time": 0,
+ "slow_effect": 0,
+ "slow_time": 0,
"cur": node_cur,
"rel": rel_pos,
"axis": [axis.x, axis.y, axis.z]
@@ -93,8 +93,11 @@ func _physics_process(delta):
# todo rel +- epslion
spawn(info.spawn_on_death, enemy.cur, enemy.rel - n/10)
continue
+
+ enemy.slow_time -= delta
+ if enemy.slow_time < 0: enemy.slow_effect = 0
- var speed = info.speed
+ var speed = info.speed * (1-enemy.slow_effect)
enemy.rel += speed * delta
while enemy.rel > 1:
enemy.rel -= 1
@@ -120,18 +123,22 @@ func _physics_process(delta):
enemies.erase(id)
if enemies.size() == 0:
- wave.end()
+ control.end_wave_event()
-func damage(name, amt):
+func damage(name, dam, slow_effect=0, slow_time=0):
var id = int(name)
var enemy = enemies[id]
var info = load_shapes.info[enemy.name]
if enemy.hp > 0:
- enemy.hp -= amt
- _resources.add({ info.resource: amt })
- fx_damage(name)
+ if dam > 0:
+ enemy.hp -= dam
+ _resources.add({ info.resource: dam })
+ fx_damage(name)
+ if slow_effect > 0:
+ enemy.slow_effect = max(slow_effect, enemy.slow_effect)
+ enemy.slow_time = slow_time
func fx_damage(name):
var id = int(name)
diff --git a/scripts/fx/selfdestruct.gd b/scripts/fx/selfdestruct.gd
new file mode 100644
index 0000000..14f941f
--- /dev/null
+++ b/scripts/fx/selfdestruct.gd
@@ -0,0 +1,8 @@
+extends Node
+
+var timer = 0
+var time_life = 3
+
+func _physics_process(delta):
+ timer += delta
+ if timer >= time_life: queue_free()
diff --git a/scripts/gui_picker.gd b/scripts/gui_picker.gd
index b888572..85909ec 100644
--- a/scripts/gui_picker.gd
+++ b/scripts/gui_picker.gd
@@ -52,11 +52,13 @@ func build (options : Array = []):
if opt.type == "turret buy":
var tinfo = load_turrets.info[opt.name]
button.get_node("name").text = tinfo.name
+ button.get_node("panel_cash").visible = true
button.get_node("cash").text = resources.dict_to_str(tinfo.cost)
button.get_node("texture").texture = load_turrets.thumbnails[tinfo.thumbnail_name]
if opt.type == "turret upg":
var tinfo = load_turrets.info[opt.name]
button.get_node("name").text = tinfo.name
+ button.get_node("panel_cash").visible = true
button.get_node("cash").text = resources.dict_to_str(tinfo.cost)
button.get_node("texture").texture = load_turrets.thumbnails[tinfo.thumbnail_name]
tback.texture = thumbs_generic["upgrade.svg"]
diff --git a/scripts/load_scenes.gd b/scripts/load_scenes.gd
index fe237a4..0c28061 100644
--- a/scripts/load_scenes.gd
+++ b/scripts/load_scenes.gd
@@ -5,3 +5,5 @@ var path_start : PackedScene = load("res://scenes/path_start.tscn")
var path : PackedScene = load("res://scenes/path.tscn")
var path_end : PackedScene= load("res://scenes/path_end.tscn")
var attach_point : PackedScene = load("res://scenes/attach_point.tscn")
+
+var fx_explosion : PackedScene = load("res://scenes/fx/fx_explosion.tscn")
diff --git a/scripts/placer.gd b/scripts/placer.gd
index 991f333..18e72e8 100644
--- a/scripts/placer.gd
+++ b/scripts/placer.gd
@@ -132,7 +132,7 @@ func inst_path (pos, rot):
instance.transform.origin = pos + normal * 0.25;
instance.transform.basis = Basis(rot);
instance.set_name("path")
- # remove collision depencency
+ # TODO multiplayer remove collision depencency
colliding_node.transform.basis = Basis(rot);
return instance
diff --git a/scripts/resources.gd b/scripts/resources.gd
index 2575cb3..53462a6 100644
--- a/scripts/resources.gd
+++ b/scripts/resources.gd
@@ -12,8 +12,11 @@ func get_names(): return "Tkads"
func dict_to_str (cost):
var st = ""
+ var i = 0
for n in cost.keys():
- st += str(cost[n]) + n
+ st += str(cost[n]) + n
+ if i <= cost.keys().size()-2: st += " "
+ i += 1
return st
func add (cost):
diff --git a/scripts/turret.gd b/scripts/turret.gd
index a9dfb74..fd44ce0 100644
--- a/scripts/turret.gd
+++ b/scripts/turret.gd
@@ -2,6 +2,7 @@ extends Spatial
var _path : Node
var _enemies : Node
+var _fx_holder : Node
var _projectiles_holder : Node
var _enemies_holder : Node
@@ -27,6 +28,7 @@ func _ready():
_enemies = root.get_node("enemies")
_projectiles_holder = root.get_node("projectiles")
_enemies_holder = root.find_node("enemies")
+ _fx_holder = root.find_node("fx")
projectile = load("res://scenes/projectiles/bullet.tscn")
ray = load("res://scenes/projectiles/ray.tscn")
@@ -81,7 +83,7 @@ func get_target():
else: return null
func _physics_process(delta):
- if !info.has("damage"): return
+ if !info.has("projectile"): return
if !_enemies.enemies.has(_target):
_target = null
@@ -93,6 +95,8 @@ func _physics_process(delta):
_target = get_target()
_target = get_target()
+
+ var turn_speed = info.get("turn_speed", 0)
if _target != null:
var enemy = _enemies.node_from_id(_target)
@@ -112,14 +116,14 @@ func _physics_process(delta):
var base_basis = base.global_transform.basis.get_rotation_quat()
var base_angle = base_basis.angle_to(base_rot)
if base_angle > 0.01:
- var base_amt = (info.turn_speed * delta) / base_angle
+ var base_amt = (turn_speed * delta) / base_angle
base_amt = min(1, base_amt)
base.global_transform.basis = Basis(base_basis.slerp(Basis(base_rot), base_amt))
var gun_basis = gun.transform.basis.get_rotation_quat()
var gun_angle = gun_basis.angle_to(gun_rot)
if gun_angle > 0.01:
- var gun_amt = (info.turn_speed * delta) / gun_angle
+ var gun_amt = (turn_speed * delta) / gun_angle
gun_amt = min(1, gun_amt)
gun.transform.basis = Basis(gun_basis.slerp(Basis(gun_rot), gun_amt))
@@ -142,7 +146,7 @@ func spread (amt : int) -> Array:
return dirs
func shoot ():
- if info.projectile.amount > 1:
+ if info.projectile.get("amount", 1) > 1:
for dir in spread(info.projectile.amount):
shoot_switch(dir)
else:
@@ -160,9 +164,13 @@ func shoot_bullet (dir : Basis, bounce = false):
instance.transform.basis = dir
instance.transform.origin = _shooting_point - dir.z*0.3;
instance.shooter = self
- instance.damage = info.damage
- instance.speed = info.projectile.speed
+ instance.damage = info.projectile.get("damage", 0)
+ instance.speed = info.projectile.get("speed", 0)
instance.bounce = bounce
+ instance.aoe = info.projectile.get("area_of_effect", 0)
+ instance.slowness_effect = info.projectile.get("slowness_effect", 0)
+ instance.slowness_time = info.projectile.get("slowness_time", 0)
+ instance.time_life = info.projectile.get("lifetime", 3)
func shoot_ray (dir : Basis):
var space: PhysicsDirectSpaceState = get_world().direct_space_state
@@ -175,14 +183,17 @@ func shoot_ray (dir : Basis):
var parent = result.collider.get_parent()
var groups = parent.get_groups()
if "enemies" in groups:
- _enemies_holder.damage(parent.name, info.damage)
+ var dam = info.projectile.get("damage", 0)
+ var eff = info.projectile.get("slowness_effect", 0)
+ var tim = info.projectile.get("slowness_time", 0)
+ _enemies_holder.damage(parent.name, dam, eff, tim)
var distance = result.position.distance_to(from)
var instance = ray.instance()
- instance.ignore_collisions = true
- _projectiles_holder.add_child(instance)
+ _fx_holder.add_child(instance)
instance.transform.origin = _shooting_point - dir.z*0.3;
instance.transform.basis = dir
instance.transform.basis.z *= distance
instance.time_life = 0.05
+
diff --git a/scripts/wave.gd b/scripts/wave.gd
index c4c43c7..e61dfef 100644
--- a/scripts/wave.gd
+++ b/scripts/wave.gd
@@ -91,4 +91,3 @@ func start():
func end():
ongoing = false
wave_num += 1
- gui.refresh()