project_teddy/scripts/HUD.gd

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GDScript3
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extends Control
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var roundTimer = Global.roundTimer
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var minutes
var seconds
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var scores: Array[int] = []
var scoresInitalized = false
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var playerSelected = false
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var roundOver = false
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var TraitorPlayersKilled = 0
var TTTInnocentDead = false
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var oldPlayerSize = 0
var initalizedPlayerPanelSize = false
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func _ready():
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await get_tree().create_timer(0.1).timeout
roundTimer = Global.roundTimer
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minutes = roundTimer / 60
seconds = fmod(roundTimer, 60)
$timer.text = "%02d:%02d" % [minutes, seconds]
func _process(delta):
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$startLabel.text = Global.HUDStartLabelText
$Fatigue.value = Global.fatigue
$Health.value = Global.playerHealth
if roundOver:
if Input.is_action_just_pressed("start_game"):
print("Player with authority ID of " + str(Global.teddyAuthorityID) + " attempted to restart the round!")
if Global.teddyAuthorityID == 1:
restart_round()
rpc("restart_round")
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if Global.mapName == "Tutorial":
if not Global.playerDisable:
tutorial()
if not Global.tutorialComplete:
$musicPanel.visible = false
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if Global.iAmSpecial and Global.gamemode == "Runner":
rpc("sync_runner_hp", $Health.value)
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if Global.musicUpdated == true:
Global.musicUpdated = false
$musicPanel/playingLabel.text = Global.musicName
$musicPanel/authorLabel.text = Global.musicAuthor
$musicPanel.visible = true
await get_tree().create_timer(3).timeout
$musicPanel.visible = false
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if Global.roundInSession == true and roundTimer >= 0:
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if scoresInitalized == false:
scoresInitalized = true
fill_scores_with_zeros(Global.connectedPlayers.size())
if Global.gamemode == "Deathmatch":
Global.HUDStartLabelText = ""
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if Global.gamemode == "Runner":
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if Global.teddyAuthorityID == 1:
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if playerSelected == false:
playerSelected = true
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select_runner(Global.connectedPlayers, Global.connectedPlayersByPeerID)
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if Global.specialDead == true:
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print("RUNNER IS DEAD")
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rpc("runner_dead", Global.chosenPlayer)
runner_dead(Global.chosenPlayer)
if Global.gamemode == "TTT":
$connectedPlayers.visible = false
if Global.teddyAuthorityID == 1:
if playerSelected == false:
playerSelected = true
select_traitor(Global.connectedPlayers, Global.connectedPlayersByPeerID)
if Global.iAmSpecial:
if TraitorPlayersKilled >= (Global.connectedPlayers.size() - 1):
rpc("traitor_wins")
traitor_wins()
if Global.iAmDeadAndInnocent:
Global.iAmDeadAndInnocent = false
TraitorPlayersKilled += 1
if Global.specialDead:
rpc("traitor_dead")
traitor_dead()
if Global.iAmDeadAndInnocent and not Global.iAmSpecial:
Global.iAmDeadAndInnocent = false
if not TTTInnocentDead:
TTTInnocentDead = true
rpc("innocent_dead")
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roundTimer -= delta
minutes = roundTimer / 60
seconds = fmod(roundTimer, 60)
$timer.text = "%02d:%02d" % [minutes, seconds]
if roundTimer <= 0.0:
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if not roundOver:
roundOver = true
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Global.roundInSession = false
if Global.gamemode == "Deathmatch":
Global.HUDStartLabelText = "GAME OVER"
elif Global.gamemode == "Runner":
Global.HUDStartLabelText = "RUNNER WINS"
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elif Global.gamemode == "TTT":
Global.HUDStartLabelText = "TRAITOR LOOSES"
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play_audio(load("res://sounds/buzzer.mp3"))
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if Global.HUDPlayerDied:
Global.HUDPlayerDied = false
rpc("update_scores", Global.lastPersonToHitMe)
update_scores(Global.lastPersonToHitMe)
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rpc("killed_text", Global.lastPersonToHitMe, Global.playerName)
killed_text(Global.lastPersonToHitMe, Global.playerName)
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if Global.AIKilled:
Global.AIKilled = false
update_scores(Global.playerName)
killed_text(Global.playerName, "AI")
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if Global.roundInSession == false:
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if not roundOver:
for i in range(Global.connectedPlayers.size()):
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if i <= 9:
if Global.connectedPlayers[i]:
var numlabel = i + 1
get_node("connectedPlayers/player" + str(numlabel) + "Label").text = Global.connectedPlayers[i] + ": " + "0"
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roundTimer = Global.roundTimer
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if oldPlayerSize != Global.connectedPlayers.size():
oldPlayerSize = Global.connectedPlayers.size()
if not Global.connectedPlayers.size() > 10:
if initalizedPlayerPanelSize == false:
initalizedPlayerPanelSize = true
for i in Global.connectedPlayers.size():
$connectedPlayers.size.y += 26
else:
$connectedPlayers.size.y += 26
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@rpc("any_peer", "reliable")
func update_scores(name):
for i in range(Global.connectedPlayers.size()):
if Global.connectedPlayers[i] == str(name):
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var numlabel = i + 1
var currentScore = scores[i] + 1
scores[i] += 1
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if numlabel <= 10:
get_node("connectedPlayers/player" + str(numlabel) + "Label").text = Global.connectedPlayers[i] + ": " + str(currentScore)
else:
print("Name ", i, " wasn't found in the list!")
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func fill_scores_with_zeros(num_of_players):
scores.resize(num_of_players)
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if num_of_players <= 10:
for i in num_of_players:
scores[i] = 0
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func select_runner(players, playersID):
var numOfPlayers = players.size()
var getIndexSize = numOfPlayers - 1
var playerChosen = RandomNumberGenerator.new().randi_range(0, getIndexSize)
var runner = players[playerChosen]
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Global.chosenPlayer = runner
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rpc("selected_runner", runner)
selected_runner(runner)
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var runnerID = playersID[playerChosen]
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if runnerID == 1:
runner_stats()
else:
rpc_id(runnerID, "runner_stats")
print("Runner: ", runner, ", ID: ", runnerID)
@rpc("any_peer", "reliable")
func selected_runner(player):
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print(Global.connectedPlayersByPeerID)
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Global.chosenPlayer = player
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if Global.playerName != player:
not_runner(player)
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func not_runner(player):
$RunnerPanel.visible = true
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$killedLabel.visible = false
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Global.HUDStartLabelText = str(player + " is the runner!")
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var runnerHealth = 0
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@rpc("any_peer", "reliable")
func runner_stats():
await get_tree().create_timer(0.1).timeout
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Global.iAmSpecial = true
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for i in Global.connectedPlayers.size():
runnerHealth += 500
$Health.max_value = runnerHealth
Global.playerHealth = runnerHealth
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Global.HUDStartLabelText = "You are the runner!"
$RunnerPanel.visible = false
print(Global.HUDStartLabelText)
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print("Runner created with ", runnerHealth, " health!")
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var map = Global.currentMapNode.get_path()
var playerID = Global.teddyAuthorityID
var gun = get_node(str(map) + '/' + str(playerID) + '/CollisionShape3D/Neck/Camera3D/Gun')
gun.visible = false
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rpc("sync_runner_health", runnerHealth)
@rpc("any_peer", "reliable")
func sync_runner_health(health):
$RunnerPanel/Health.max_value = health
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@rpc("any_peer", "reliable")
func runner_dead(runner):
Global.roundInSession = false
Global.HUDStartLabelText = "Runner has died! Killers win!"
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func select_traitor(players, playersID):
var numOfPlayers = players.size()
var getIndexSize = numOfPlayers - 1
var playerChosen = RandomNumberGenerator.new().randi_range(0, getIndexSize)
var traitor = players[playerChosen]
Global.chosenPlayer = traitor
rpc("selected_traitor", traitor)
selected_traitor(traitor)
var traitorID = playersID[playerChosen]
if traitorID == 1:
traitor()
else:
rpc_id(traitorID, "traitor")
print("Traitor: ", traitor, ", ID: ", traitorID)
@rpc("any_peer", "reliable")
func selected_traitor(player):
print(Global.connectedPlayersByPeerID)
Global.chosenPlayer = player
if Global.playerName != player:
not_traitor()
@rpc("any_peer", "reliable")
func traitor():
await get_tree().create_timer(0.1).timeout
Global.iAmSpecial = true
Global.HUDStartLabelText = "You are the traitor!"
func not_traitor():
Global.HUDStartLabelText = str("You are innocent!")
@rpc("any_peer", "reliable")
func innocent_dead():
Global.iAmDeadAndInnocent = true
@rpc("any_peer", "reliable")
func traitor_wins():
Global.roundInSession = false
Global.HUDStartLabelText = "Traitor wins! Round is over!"
@rpc("any_peer", "reliable")
func traitor_dead():
Global.roundInSession = false
Global.HUDStartLabelText = "Traitor is dead! Innocents win!"
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@rpc("any_peer", "reliable")
func sync_runner_hp(value):
$RunnerPanel/Health.value = value
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@rpc("any_peer", "reliable")
func killed_text(killer, killed):
$killedLabel.text = killer + " killed " + killed
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@rpc("any_peer", "reliable")
func restart_round():
for i in range(Global.connectedPlayers.size()):
if Global.connectedPlayers[i]:
var numlabel = i + 1
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get_node("connectedPlayers/player" + str(numlabel) + "Label").text = Global.connectedPlayers[i] + ": " + "0"
$connectedPlayers.visible = true
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scoresInitalized = false
$Health.max_value = 100
Global.playerHealth = 100
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Global.chosenPlayer = null
playerSelected = false
Global.iAmSpecial = false
Global.specialDead = false
Global.iAmDeadAndInnocent = false
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var map = Global.currentMapNode.get_path()
var playerID = Global.teddyAuthorityID
var gun = get_node(str(map) + '/' + str(playerID) + '/CollisionShape3D/Neck/Camera3D/Gun')
gun.visible = true
roundOver = false
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Global.roundInSession = true
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func gun_visible(status):
var map = Global.currentMapNode.get_path()
var playerID = Global.teddyAuthorityID
var gun = get_node(str(map) + '/' + str(playerID) + '/CollisionShape3D/Neck/Camera3D/Gun')
if status == true:
gun.visible = false
elif status == false:
gun.visible = true
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### TUTORIAL STUFF ###
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var audio_stream_player = AudioStreamPlayer.new()
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var w = false
var a = false
var s = false
var d = false
var ran_timer = false
var stage1 = false
func tutorial():
if not stage1:
stage1 = true
$TutorialPanel/camera.visible = false
$TutorialPanel/Mouse.visible = false
$TutorialPanel/Arrow_up.visible = false
$TutorialPanel/Arrow_left.visible = false
$TutorialPanel/Arrow_down.visible = false
$TutorialPanel/Arrow_right.visible = false
$TutorialPanel/shoot.visible = false
$TutorialPanel/Leftmouse.visible = false
$TutorialPanel/start.visible = false
$TutorialPanel/enter.visible = false
$TutorialPanel/EnterKey.visible = false
$TutorialPanel/learning.visible = false
$TutorialPanel/aim.visible = false
$TutorialPanel/timer.visible = false
$TutorialPanel/zero.visible = false
$TutorialPanel/done.visible = false
$TutorialPanel.visible = true
$TutorialPanel/welcome.visible = true
$TutorialPanel/move.visible = true
$TutorialPanel/Wasd.visible = true
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$connectedPlayers/player1Label.text = Global.playerName
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Global.HUDStartLabelText = " "
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play_audio(load("res://voice/tutorial/tutorial_1.mp3"))
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if not w:
if Input.is_action_just_pressed("player_forward"):
w = true
$TutorialPanel/W.visible = true
if not a:
if Input.is_action_just_pressed("player_left"):
a = true
$TutorialPanel/A.visible = true
if not s:
if Input.is_action_just_pressed("player_backward"):
s = true
$TutorialPanel/S.visible = true
if not d:
if Input.is_action_just_pressed("player_right"):
d = true
$TutorialPanel/D.visible = true
if w and a and s and d:
if not ran_timer:
await get_tree().create_timer(0.5).timeout
ran_timer = true
else:
tutorial_2()
var up = false
var left = false
var down = false
var right = false
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var prev_cam_rot
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var ran_timer2 = false
var ran_timer3 = false
var stage2 = false
func tutorial_2():
if not stage2:
stage2 = true
$TutorialPanel/W.visible = false
$TutorialPanel/A.visible = false
$TutorialPanel/S.visible = false
$TutorialPanel/D.visible = false
$TutorialPanel/Wasd.visible = false
$TutorialPanel/welcome.visible = false
$TutorialPanel/move.visible = false
$TutorialPanel/camera.visible = true
$TutorialPanel/Mouse.visible = true
$TutorialPanel/Arrow_up.visible = true
$TutorialPanel/Arrow_left.visible = true
$TutorialPanel/Arrow_down.visible = true
$TutorialPanel/Arrow_right.visible = true
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play_audio(load("res://voice/tutorial/tutorial_2.mp3"))
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prev_cam_rot = get_node(str(Global.selfTeddy) + '/CollisionShape3D/Neck/Camera3D').global_rotation
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if not ran_timer2:
await get_tree().create_timer(0.5).timeout
ran_timer2 = true
else:
var cam_rot = get_node(str(Global.selfTeddy) + '/CollisionShape3D/Neck/Camera3D').global_rotation
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if not up:
if cam_rot.x > prev_cam_rot.x:
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up = true
$TutorialPanel/ArrowFilled_up.visible = true
if not down:
if cam_rot.x < prev_cam_rot.x:
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down = true
$TutorialPanel/ArrowFilled_down.visible = true
if not left:
if cam_rot.y > prev_cam_rot.y:
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left = true
$TutorialPanel/ArrowFilled_left.visible = true
if not right:
if cam_rot.y < prev_cam_rot.y:
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right = true
$TutorialPanel/ArrowFilled_right.visible = true
prev_cam_rot = cam_rot
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if up and left and right and down:
if not ran_timer3:
await get_tree().create_timer(0.5).timeout
ran_timer3 = true
else:
tutorial_3()
var stage3_continue = false
var stage3 = false
func tutorial_3():
if not stage3:
stage3 = true
$TutorialPanel/camera.visible = false
$TutorialPanel/Mouse.visible = false
$TutorialPanel/Arrow_up.visible = false
$TutorialPanel/Arrow_left.visible = false
$TutorialPanel/Arrow_down.visible = false
$TutorialPanel/Arrow_right.visible = false
$TutorialPanel/ArrowFilled_up.visible = false
$TutorialPanel/ArrowFilled_left.visible = false
$TutorialPanel/ArrowFilled_down.visible = false
$TutorialPanel/ArrowFilled_right.visible = false
$TutorialPanel/start.visible = true
$TutorialPanel/enter.visible = true
$TutorialPanel/EnterKey.visible = true
Global.HUDStartLabelText = "PRESS ENTER/RETURN TO START THE ROUND"
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play_audio(load("res://voice/tutorial/tutorial_3.mp3"))
if not stage3_continue:
if Input.is_action_just_pressed("start_game"):
stage3_continue = true
$connectedPlayers.size.y += 26
$connectedPlayers/player2Label.text = "AI"
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if stage3_continue:
tutorial_4()
var stage4_continue = false
var stage4 = false
func tutorial_4():
if not stage4:
stage4 = true
$TutorialPanel/start.visible = false
$TutorialPanel/enter.visible = false
$TutorialPanel/EnterKey.visible = false
$TutorialPanel/shoot.visible = true
$TutorialPanel/Leftmouse.visible = true
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play_audio(load("res://voice/tutorial/tutorial_4.mp3"))
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if Input.is_action_just_pressed("shoot"):
stage4_continue = true
if stage4_continue:
tutorial_5()
var stage5 = false
func tutorial_5():
if not stage5:
stage5 = true
$TutorialPanel/shoot.visible = false
$TutorialPanel/Leftmouse.visible = false
$TutorialPanel/learning.visible = true
$TutorialPanel/aim.visible = true
$TutorialPanel/timer.visible = true
$TutorialPanel/zero.visible = true
$TutorialPanel/done.visible = true
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play_audio(load("res://voice/tutorial/tutorial_5.mp3"))
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await get_tree().create_timer(17).timeout
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$TutorialPanel.visible = false
Global.tutorialComplete = true
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tutorial_6()
var stage6 = false
var stage6_continue = false
func tutorial_6():
if not stage6 and roundTimer <= 1.0:
print("stage6 fr")
stage6 = true
await get_tree().create_timer(3).timeout
play_audio(load("res://voice/tutorial/tutorial_6.mp3"))
Global.tutorialTimerCompleted = true
if Input.is_action_just_pressed("start_game"):
stage6_continue = true
if stage6_continue:
stage6_continue = false
Global.tutorialTimerCompleted = false
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func play_audio(audio):
audio_stream_player.set_stream(audio)
add_child(audio_stream_player)
audio_stream_player.play()