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-rw-r--r--scripts/control.gd13
-rw-r--r--scripts/enemies.gd50
-rw-r--r--scripts/gui.gd14
-rw-r--r--scripts/gui_top_bar.gd7
-rw-r--r--scripts/load_shapes.gd20
-rw-r--r--scripts/movement.gd13
-rw-r--r--scripts/resources.gd2
-rw-r--r--scripts/spawner.gd24
-rw-r--r--scripts/wave.gd94
9 files changed, 198 insertions, 39 deletions
diff --git a/scripts/control.gd b/scripts/control.gd
index 8ef1ff0..a2d7d2b 100644
--- a/scripts/control.gd
+++ b/scripts/control.gd
@@ -7,11 +7,13 @@ var selected = ""
var editing_turret = ""
var gui : Node
+var wave : Node
var player : Node
var placer : Node
var resources : Node
var pointer : Node
var turret_holder : Node
+var enemies_holder : Node
var load_turrets : Node
var path : Node
var world : VoxelMesh
@@ -19,6 +21,7 @@ var world : VoxelMesh
func fetch ():
if load_turrets != null: return
var root = get_tree().root.get_node("world")
+ wave = root.get_node("wave")
player = root.get_node("player")
resources = player.get_node("resources")
placer = player.get_node("placer")
@@ -27,6 +30,7 @@ func fetch ():
world = root.get_node("world")
path = root.get_node("path")
turret_holder = root.get_node("turrets")
+ enemies_holder = root.get_node("enemies")
var saveload = root.get_node("saveload")
load_turrets = saveload.get_node("load_turrets")
if !load_turrets.loaded: yield(load_turrets, "done_loading")
@@ -86,7 +90,7 @@ func sell (turr_name):
turr.transform.origin, turr.transform.basis.get_rotation_quat())
func _refresh ():
- gui.refresh(ineditor)
+ gui.refresh()
pointer.refresh(state, statetype, selected)
func to_pick ():
@@ -203,10 +207,11 @@ func do (action, par = {}):
func gui_editor_toggle_event ():
ineditor = !ineditor
- gui.refresh(ineditor)
+ gui.refresh()
path.refresh_path(ineditor)
func gui_start_wave_event ():
+ if wave.ongoing: return
path.refresh_path(ineditor)
- #_enemies.spawn()
- gui.refresh(ineditor)
+ wave.start()
+ gui.refresh()
diff --git a/scripts/enemies.gd b/scripts/enemies.gd
index 62c64ea..4a58198 100644
--- a/scripts/enemies.gd
+++ b/scripts/enemies.gd
@@ -7,6 +7,7 @@ var _enemy_blue
var _dissolve_mat : ShaderMaterial
var _enemy_mat : Material
+var wave
var _fx_holder
var _fx_enemy_damage
@@ -32,6 +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")
_path = root.get_node("path")
_resources = root.get_node("player").get_node("resources")
_dissolve_mat = load("res://shaders/dissolve_mat.tres")
@@ -43,18 +45,25 @@ func _ready():
load_shapes = saveload.get_node("load_shapes")
if !load_shapes.loaded: yield(load_shapes, "done_loading")
-func spawn():
+func spawn(name, node_cur=0, rel_pos=0):
var instance = _enemy_blue.instance()
add_child(instance)
instance.transform.origin = _path.nodes[0].transform.origin;
instance.name = str(serial_enemy)
- var instance_model = load_shapes.models[load_shapes.models.keys()[randi() % load_shapes.models.size()]].instance()
+ var info = load_shapes.info[name]
+
+ var instance_model = load_shapes.models[info.model_name].instance()
instance.add_child(instance_model)
instance_model.get_child(0).set_surface_material(0, _enemy_mat.duplicate())
var axis : Vector3 = Quat(Vector3(0, randf()*TAU, 0)) * Vector3.RIGHT
enemies[serial_enemy] = {
- "cur": 0, "hp": 10, "rel": 0, "ops": instance_model.name,
+ "name": name,
+ "hp": info.lives,
+ "slowed_effect": 0,
+ "slowed_time": 0,
+ "cur": 0,
+ "rel": 0,
"axis": [axis.x, axis.y, axis.z]
}
serial_enemy += 1
@@ -67,20 +76,17 @@ func _physics_process(delta):
for child in get_children():
var id = str(child.name).to_int()
var enemy = enemies[id]
+ var info = load_shapes.info[enemy.name]
if enemy.hp <= 0:
- if enemy.ops == "T":
- delist.append(id)
- enemy.rel = 0
- continue
- else:
- child.get_node(enemy.ops).queue_free()
- enemy.ops = enemy.ops.substr(1, enemy.ops.length()-1)
- enemy.hp = 10
- var instance_model = load_shapes.models[enemy.ops].instance()
- child.add_child(instance_model)
+ delist.append(id)
+ enemy.rel = 0
+ for n in info.get("spawn_num", 0):
+ # todo rel +- epslion
+ spawn(enemy.spawn_on_death, enemy.cur, enemy.rel - n/10)
+ continue
- var speed = 1
+ var speed = info.speed
enemy.rel += speed * delta
while enemy.rel > 1:
enemy.rel -= 1
@@ -90,6 +96,7 @@ func _physics_process(delta):
if destination >= _path.nodes.size():
delist.append(id)
enemy.rel = 0
+ _resources.lives -= load_shapes.get_damage(enemy.hp, enemy.name)
continue
var from = _path.nodes[enemy.cur].transform.origin
@@ -99,26 +106,31 @@ func _physics_process(delta):
var axis = Vector3(enemy.axis[0], enemy.axis[1], enemy.axis[2])
child.transform.basis = child.transform.basis.rotated(axis, delta)
- var mesh : MeshInstance = child.get_node(enemy.ops).get_child(0)
- mesh.get_active_material(0).albedo_color = colors[enemy.hp-1]
+ var mesh : MeshInstance = child.get_child(1).get_child(0)
+ mesh.get_active_material(0).albedo_color = colors[0]
for id in delist:
get_node(str(id)).queue_free()
enemies.erase(id)
+
+ if enemies.size() == 0:
+ wave.end()
func damage(name, amt):
var id = int(name)
var enemy = enemies[id]
+ var info = load_shapes.info[enemy.name]
if enemy.hp > 0:
enemy.hp -= amt
- _resources.add({ enemy.ops[0]: amt })
+ _resources.add({ info.resource: amt })
fx_damage(name)
func fx_damage(name):
var id = int(name)
var enemy = enemies[id]
+ var info = load_shapes.info[enemy.name]
var instance = _fx_enemy_damage.instance()
_fx_holder.add_child(instance)
@@ -127,7 +139,7 @@ func fx_damage(name):
instance.transform = node.transform;
instance.refresh_basis()
- var instance_model = load_shapes.models[enemy["ops"]].instance()
+ var instance_model = load_shapes.models[info.model_name].instance()
instance.add_child(instance_model)
- instance.refresh_shader(_dissolve_mat.duplicate(), colors[enemy.hp-1])
+ instance.refresh_shader(_dissolve_mat.duplicate(), colors[0])
diff --git a/scripts/gui.gd b/scripts/gui.gd
index 71eaf76..3ad47aa 100644
--- a/scripts/gui.gd
+++ b/scripts/gui.gd
@@ -2,22 +2,30 @@ extends Control
var player : Node
var control : Node
+var wave : Node
var bottom_bar : Control
var top_bar : Control
+var _wave_ongoing : Panel
func _fetch ():
var root = get_tree().root.get_node("world")
player = root.get_node("player")
control = player.get_node("control")
+ wave = root.get_node("wave")
if bottom_bar == null: bottom_bar = get_node("bottom_bar")
if top_bar == null: top_bar = get_node("top_bar")
+ if _wave_ongoing == null: _wave_ongoing = $wave_ongoing_indicator
func _ready():
_fetch()
-func refresh (in_editor : bool):
+func refresh ():
_fetch()
- bottom_bar.refresh(in_editor)
- top_bar.refresh(in_editor)
+
+ bottom_bar.refresh(control.ineditor)
+ top_bar.refresh(control.ineditor)
+
+ if wave.ongoing: _wave_ongoing.visible = true
+ else: _wave_ongoing.visible = false
diff --git a/scripts/gui_top_bar.gd b/scripts/gui_top_bar.gd
index 6c086ce..63ab759 100644
--- a/scripts/gui_top_bar.gd
+++ b/scripts/gui_top_bar.gd
@@ -2,17 +2,21 @@ extends Control
var _editor_button : Button
var _hbox : HBoxContainer
+var _wave_label : Label
var _resources : Node
+var _wave : Node
var _gui : Control
func refresh (in_editor : bool):
var root = get_tree().root.get_node("world")
_resources = root.get_node("player").get_node("resources")
+ _wave = root.get_node("wave")
if _gui == null: _gui = get_parent()
if _hbox == null: _hbox = $panel/resources/HBoxContainer
if _editor_button == null: _editor_button = $panel/editor_button
+ if _wave_label == null: _wave_label = $panel/wave_label
if in_editor: _editor_button.text = "Editor"
else: _editor_button.text = "Playmode"
@@ -21,6 +25,9 @@ func _process (_delta):
for r in _resources.get_names():
_hbox.get_node(r).text = str(_resources[r]) + r
+ _hbox.get_node("lives").text = str(_resources["lives"]) + " lives"
+ _wave_label.text = "wave " + str(_wave.wave_num+1)
+
func _on_editor_button_down():
_gui.control.gui_editor_toggle_event()
diff --git a/scripts/load_shapes.gd b/scripts/load_shapes.gd
index 32e9104..9ac9f3c 100644
--- a/scripts/load_shapes.gd
+++ b/scripts/load_shapes.gd
@@ -13,6 +13,7 @@ func _ready():
get_saveload()
load_models()
load_info()
+ calc_cost()
emit_signal("done_loading")
loaded = true
@@ -41,3 +42,22 @@ func load_info():
if parsed != null:
for tin in parsed:
info[tin.name] = tin
+
+
+func calc_cost ():
+ for i in info: info[i].cost = get_lives(i)
+
+func get_lives (name):
+ var i = info[name]
+ var hp = i.lives
+ for n in i.get("spawn_num", 0):
+ hp += get_lives(i.spawn_on_death)
+ return hp
+
+func get_damage (hp, name):
+ var i = info[name]
+ var dam = hp * i.damage
+ for n in i.get("spawn_num", 0):
+ var spawn_info = info[i.spawn_on_death]
+ dam += get_damage(spawn_info.lives, i.spawn_on_death)
+ return dam
diff --git a/scripts/movement.gd b/scripts/movement.gd
index 51deffd..da4227e 100644
--- a/scripts/movement.gd
+++ b/scripts/movement.gd
@@ -13,22 +13,9 @@ var _pivot
var _pivot_dist
var _orbit_timer
-var _turret_holder : Node
-var _attach_point_holder : Node
-var path_holder : Node
-var load_turrets : Node
-
-var _enemies : Node
-
func _ready():
camera = $camera
placer = $placer
-
- var root = get_tree().root.get_node("world")
-
- path_holder = root.get_node("path")
- _enemies = root.get_node("enemies")
-
func look_free (m):
self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x)
diff --git a/scripts/resources.gd b/scripts/resources.gd
index 1fc50c5..2575cb3 100644
--- a/scripts/resources.gd
+++ b/scripts/resources.gd
@@ -6,6 +6,8 @@ var a : float = 0
var d : float = 0
var s : float = 0
+var lives : int = 0
+
func get_names(): return "Tkads"
func dict_to_str (cost):
diff --git a/scripts/spawner.gd b/scripts/spawner.gd
new file mode 100644
index 0000000..9866168
--- /dev/null
+++ b/scripts/spawner.gd
@@ -0,0 +1,24 @@
+extends Timer
+
+var enemy_holder : Node
+var queue : Array
+
+func fetch ():
+ var root = get_tree().root.get_node("world")
+ enemy_holder = root.get_node("enemies")
+
+func next ():
+ if queue.size() == 0: return null
+ var n = queue[0]
+ queue.remove(0)
+ return n
+
+func _on_timer_batch_timeout():
+ # fetch called by wave
+ var n = next()
+ if n == null:
+ queue_free()
+ return
+
+ enemy_holder.spawn(n.enemy)
+ start(n.cooldown)
diff --git a/scripts/wave.gd b/scripts/wave.gd
new file mode 100644
index 0000000..c4c43c7
--- /dev/null
+++ b/scripts/wave.gd
@@ -0,0 +1,94 @@
+extends Node
+
+var _timer : Resource = load("res://scenes/wave/timer_batch.tscn")
+
+var wave_num : int = 0
+var waves = []
+
+var ongoing = false
+
+var load_shapes : Node
+var gui : Node
+
+func fetch ():
+ var root = get_tree().root.get_node("world")
+ var saveload = root.get_node("saveload")
+ load_shapes = saveload.get_node("load_shapes")
+ gui = root.get_node("gui")
+
+func make_queue (spawn):
+ var queue = []
+ for order in spawn.enemies:
+ for n in order.amount:
+ var e = {
+ "cooldown": order.cooldown,
+ "enemy": order.enemy
+ }
+ queue += [e]
+ if spawn.random: queue.shuffle()
+ return queue
+
+func add_spawner (spawn):
+ var timer = _timer.instance()
+ timer.queue = make_queue(spawn)
+ add_child(timer)
+ timer.fetch()
+ timer.start(spawn.time)
+
+func start_wave (wave):
+ for spawn in wave:
+ add_spawner(spawn)
+
+
+func get_hp_budget (x : int):
+ var hp = pow((x + 10), 2.7) * 1.8 - 850
+ return hp
+
+func get_affordable_enemies (hp_budget : int):
+ var aff = []
+ for enemy in load_shapes.info:
+ if load_shapes.info[enemy].cost <= hp_budget:
+ aff += [load_shapes.info[enemy]]
+ return aff
+
+func pick_enemy (hp_budget : int):
+ var amt = 1
+ var aff = get_affordable_enemies(hp_budget)
+ var enemy = aff[randi() % aff.size()]
+ var order = {
+ "amount" : amt,
+ "enemy": enemy.name,
+ "cooldown": 0.5
+ }
+ return { "enemy": order, "cost": enemy.cost }
+
+func gen_wave (wave_num : int):
+ var hp_budget = get_hp_budget(wave_num)
+
+ var enemies = []
+ for i in range(0, 1000):
+ if hp_budget < 10: break
+ var enemy_cost = pick_enemy(hp_budget)
+ enemies += [ enemy_cost.enemy ]
+ hp_budget -= enemy_cost.cost
+
+ var w = [
+ {
+ "time": 0, "random": true,
+ "enemies": enemies
+ }
+ ]
+ return w
+
+func start():
+ fetch()
+ ongoing = true
+ var w = null
+ if wave_num <= waves.size()-1: w = waves[wave_num]
+ else: w = gen_wave(wave_num)
+ start_wave(w)
+
+func end():
+ ongoing = false
+ wave_num += 1
+ gui.refresh()