Added trailer and ability to disable player
This commit is contained in:
parent
537c85d017
commit
580d0a75fc
7 changed files with 161 additions and 141 deletions
BIN
.DS_Store
vendored
BIN
.DS_Store
vendored
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@ -48,145 +48,147 @@ func _ready():
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menuScene.visible = false
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func _unhandled_input(event):
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if is_multiplayer_authority():
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Global.selfTeddy = selfTeddy
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if event is InputEventMouseButton:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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elif event.is_action_pressed("ui_cancel"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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mousesense = Global.mouseSensitivity
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if event is InputEventMouseMotion:
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neck.rotate_y(-event.relative.x * mousesense)
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camera.rotate_x(-event.relative.y * mousesense)
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## FOR CONTROLLERS
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if event is InputEventJoypadMotion:
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var cam_dir = Input.is_action_pressed("cam_left") or Input.is_action_pressed("cam_right") or Input.is_action_pressed("cam_up") or Input.is_action_pressed("cam_down")
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if cam_dir:
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controllerAxisValue_x = -event.get_axis_value() * mousesense
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controllerAxisValue_y = -event.get_axis_value() * mousesense
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##################
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# Clamps the camera
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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if Input.is_action_just_pressed("menu"):
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if menuScene.visible == false:
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menuScene.visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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elif menuScene.visible == true:
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menuScene.visible = false
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if not Global.playerDisable:
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if is_multiplayer_authority():
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Global.selfTeddy = selfTeddy
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if event is InputEventMouseButton:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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elif event.is_action_pressed("ui_cancel"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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mousesense = Global.mouseSensitivity
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if event is InputEventMouseMotion:
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neck.rotate_y(-event.relative.x * mousesense)
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camera.rotate_x(-event.relative.y * mousesense)
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## FOR CONTROLLERS
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if event is InputEventJoypadMotion:
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var cam_dir = Input.is_action_pressed("cam_left") or Input.is_action_pressed("cam_right") or Input.is_action_pressed("cam_up") or Input.is_action_pressed("cam_down")
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if cam_dir:
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controllerAxisValue_x = -event.get_axis_value() * mousesense
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controllerAxisValue_y = -event.get_axis_value() * mousesense
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##################
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# Clamps the camera
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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if Input.is_action_just_pressed("menu"):
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if menuScene.visible == false:
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menuScene.visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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elif menuScene.visible == true:
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menuScene.visible = false
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta):
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if is_multiplayer_authority():
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# This variable gets set my the death scene, so we know the player needs to be respawned
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if Global.playerPleaseRespawn == true:
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get_node(teddyCollider).disabled = false
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var ramMax = Global.spawnCoords_x.size() - 1
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var ramnum = RandomNumberGenerator.new().randi_range(0, ramMax)
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print("ramnum: ", ramnum)
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print("ramMax: ", ramMax)
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position.x = Global.spawnCoords_x[ramnum] #Set player X
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position.y = Global.spawnCoords_y[ramnum] #Set player Y
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position.z = Global.spawnCoords_z[ramnum] #Set player Z
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await get_tree().create_timer(0.5).timeout
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Global.reset_variables()
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ranRemovePlayer = false
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rpc("teddy_dead_nomore")
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if not Global.playerDisable:
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if is_multiplayer_authority():
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# This variable gets set my the death scene, so we know the player needs to be respawned
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if Global.playerPleaseRespawn == true:
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get_node(teddyCollider).disabled = false
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var ramMax = Global.spawnCoords_x.size() - 1
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var ramnum = RandomNumberGenerator.new().randi_range(0, ramMax)
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print("ramnum: ", ramnum)
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print("ramMax: ", ramMax)
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position.x = Global.spawnCoords_x[ramnum] #Set player X
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position.y = Global.spawnCoords_y[ramnum] #Set player Y
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position.z = Global.spawnCoords_z[ramnum] #Set player Z
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await get_tree().create_timer(0.5).timeout
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Global.reset_variables()
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ranRemovePlayer = false
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rpc("teddy_dead_nomore")
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## If player falls off the map, kill them!
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if velocity.y < Global.playerYDeath:
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Global.playerHealth = 0
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if Global.playerHealth <= 0:
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Global.player_dead()
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## If player falls off the map, kill them!
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if velocity.y < Global.playerYDeath:
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Global.playerHealth = 0
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if Global.playerHealth <= 0:
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Global.player_dead()
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if ranRemovePlayer == false:
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if Global.playerAlive == false:
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ranRemovePlayer = true
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get_node(teddyCollider).disabled = true
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rpc("remove_dead_teddy")
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if ranRemovePlayer == false:
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if Global.playerAlive == false:
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ranRemovePlayer = true
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get_node(teddyCollider).disabled = true
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rpc("remove_dead_teddy")
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if Global.playerAlive:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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var cam_dir = Input.is_action_pressed("cam_left") or Input.is_action_pressed("cam_right") or Input.is_action_pressed("cam_up") or Input.is_action_pressed("cam_down")
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if cam_dir:
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if Input.is_action_pressed("cam_left"):
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controllerAxisValue_x += 1 * mousesense
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if Input.is_action_pressed("cam_right"):
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controllerAxisValue_x -= 1 * mousesense
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if Input.is_action_pressed("cam_up"):
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controllerAxisValue_y += 1 * mousesense
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if Input.is_action_pressed("cam_down"):
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controllerAxisValue_y -= 1 * mousesense
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neck.rotate_y(controllerAxisValue_x)
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camera.rotate_x(controllerAxisValue_y)
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else:
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controllerAxisValue_x = 0
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controllerAxisValue_y = 0
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var input_dir = Input.get_vector("player_left", "player_right", "player_forward", "player_backward")
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var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if input_dir:
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if not Input.is_action_pressed("sprint"):
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rpc("teddy_play_anim", "walk")
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else:
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rpc("teddy_play_anim", "idle")
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if Input.is_action_pressed("sprint"):
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if Global.fatigue > 5:
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speed = SPEED * 2
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if Global.fatigue < 5:
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speed = SPEED
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if Input.is_action_pressed("sprint"):
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rpc("teddy_play_anim", "run")
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elif Global.fatigue > 5:
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speed = SPEED
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if Input.is_action_just_released("sprint"):
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speed = SPEED
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if direction:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(velocity.z, 0, speed)
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if Global.playerDead:
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velocity.x = 0
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velocity.z = 0
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if Input.is_action_just_pressed("shoot") and Global.roundInSession and menuScene.visible == false:
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if menuOpen == false:
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if Global.multiplayerCurrent == true:
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rpc("shoot_bullet")
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shoot_bullet()
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else:
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shoot_bullet()
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if Input.is_action_just_pressed("console"):
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var scene_trs = load("res://scenes/console.tscn")
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var scene = scene_trs.instantiate()
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if not Global.consoleOpen:
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Global.consoleOpen = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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add_child(scene)
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elif Global.consoleOpen:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Global.consoleOpen = false # We remove the scene in console.gd
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if Global.roundInSession == false:
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if teddyAuthority == 1:
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if Global.HUDStartLabelText == "":
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Global.HUDStartLabelText = "PRESS ENTER/RETURN TO START THE ROUND"
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if Input.is_action_just_pressed("start_game"):
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if Global.playerAlive:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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var cam_dir = Input.is_action_pressed("cam_left") or Input.is_action_pressed("cam_right") or Input.is_action_pressed("cam_up") or Input.is_action_pressed("cam_down")
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if cam_dir:
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if Input.is_action_pressed("cam_left"):
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controllerAxisValue_x += 1 * mousesense
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if Input.is_action_pressed("cam_right"):
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controllerAxisValue_x -= 1 * mousesense
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if Input.is_action_pressed("cam_up"):
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controllerAxisValue_y += 1 * mousesense
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if Input.is_action_pressed("cam_down"):
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controllerAxisValue_y -= 1 * mousesense
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neck.rotate_y(controllerAxisValue_x)
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camera.rotate_x(controllerAxisValue_y)
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else:
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controllerAxisValue_x = 0
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controllerAxisValue_y = 0
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var input_dir = Input.get_vector("player_left", "player_right", "player_forward", "player_backward")
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var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if input_dir:
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if not Input.is_action_pressed("sprint"):
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rpc("teddy_play_anim", "walk")
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else:
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rpc("teddy_play_anim", "idle")
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if Input.is_action_pressed("sprint"):
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if Global.fatigue > 5:
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speed = SPEED * 2
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if Global.fatigue < 5:
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speed = SPEED
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if Input.is_action_pressed("sprint"):
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rpc("teddy_play_anim", "run")
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elif Global.fatigue > 5:
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speed = SPEED
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if Input.is_action_just_released("sprint"):
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speed = SPEED
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if direction:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(velocity.z, 0, speed)
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if Global.playerDead:
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velocity.x = 0
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velocity.z = 0
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if Input.is_action_just_pressed("shoot") and Global.roundInSession and menuScene.visible == false:
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if menuOpen == false:
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if Global.multiplayerCurrent == true:
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rpc("shoot_bullet")
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shoot_bullet()
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else:
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shoot_bullet()
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if Input.is_action_just_pressed("console"):
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var scene_trs = load("res://scenes/console.tscn")
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var scene = scene_trs.instantiate()
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if not Global.consoleOpen:
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Global.consoleOpen = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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add_child(scene)
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elif Global.consoleOpen:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Global.consoleOpen = false # We remove the scene in console.gd
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if Global.roundInSession == false:
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if teddyAuthority == 1:
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Global.roundInSession = true
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rpc("round_start")
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if Global.spawnCotton == true:
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Global.spawnCotton = false
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rpc("spawn_cotton")
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spawn_cotton()
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rpc("remote_set_position", global_position, $CollisionShape3D/Neck/Teddy.global_rotation.y, $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_position, $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_rotation)
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rpc("set_teddy_name", teddyName, Global.playerName)
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move_and_slide()
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if Global.HUDStartLabelText == "":
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Global.HUDStartLabelText = "PRESS ENTER/RETURN TO START THE ROUND"
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if Input.is_action_just_pressed("start_game"):
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if teddyAuthority == 1:
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Global.roundInSession = true
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rpc("round_start")
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if Global.spawnCotton == true:
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Global.spawnCotton = false
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rpc("spawn_cotton")
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spawn_cotton()
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rpc("remote_set_position", global_position, $CollisionShape3D/Neck/Teddy.global_rotation.y, $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_position, $CollisionShape3D/Neck/Camera3D/BulletGenerator.global_rotation)
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rpc("set_teddy_name", teddyName, Global.playerName)
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move_and_slide()
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@rpc("any_peer", "unreliable")
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func remote_set_position(authority_position, teddy_rotation, bulletgenerator_position, bulletgenerator_rotation):
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@ -1,4 +1,4 @@
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[gd_scene load_steps=10 format=3 uid="uid://dkokyp5lwhks4"]
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[gd_scene load_steps=11 format=3 uid="uid://dkokyp5lwhks4"]
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[ext_resource type="Script" path="res://scripts/maps/tutorial.gd" id="1_40ws8"]
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[ext_resource type="PackedScene" uid="uid://dp1q51kvd8uow" path="res://scenes/Teddy.tscn" id="1_081si"]
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@ -6,6 +6,7 @@
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[ext_resource type="PackedScene" uid="uid://y3fffh5cdbks" path="res://scenes/AI.tscn" id="4_fttoe"]
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[ext_resource type="PackedScene" uid="uid://c1y6p4m0sktfj" path="res://scenes/farmland-map.tscn" id="5_imhi6"]
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[ext_resource type="PackedScene" uid="uid://buyvavyuwmccw" path="res://joystick/virtual_joystick.tscn" id="6_p8th3"]
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[ext_resource type="VideoStream" path="res://videos/trailer.ogv" id="7_4deue"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_i5hsu"]
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sky_top_color = Color(1, 1, 1, 1)
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[node name="Farmland" parent="." instance=ExtResource("5_imhi6")]
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[node name="Virtual joystick" parent="." instance=ExtResource("6_p8th3")]
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[node name="VideoStreamPlayer" type="VideoStreamPlayer" parent="."]
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offset_right = 1152.0
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offset_bottom = 648.0
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mouse_filter = 2
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mouse_force_pass_scroll_events = false
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stream = ExtResource("7_4deue")
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autoplay = true
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expand = true
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@ -31,11 +31,12 @@ func _process(delta):
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restart_round()
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rpc("restart_round")
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if Global.mapName == "Tutorial":
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tutorial()
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if not Global.tutorialComplete:
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$musicPanel.visible = false
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if Global.iAmSpecial and Global.gamemode == "Runner":
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rpc("sync_runner_hp", $Health.value)
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if not Global.playerDisable:
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tutorial()
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if not Global.tutorialComplete:
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$musicPanel.visible = false
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if Global.iAmSpecial and Global.gamemode == "Runner":
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rpc("sync_runner_hp", $Health.value)
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if Global.musicUpdated == true:
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Global.musicUpdated = false
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$musicPanel/playingLabel.text = Global.musicName
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@ -48,6 +48,7 @@ var iAmDeadAndInnocent = false # Used to keep track of when an innocent dies in
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var spawnCotton = false # bullet will change this to true
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var addedMenuScene = false # Used for teddy.gd, fixes multiple menu bug
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var tutorialCompleted = false # Used in the save file, to know if a play should go to tutorial first
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var playerDisable = false # Can be used to disable the player
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func _process(delta):
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#if not spawnCoordsInitalized:
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@ -11,6 +11,12 @@ func _ready():
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func _process(delta):
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if Input.is_action_just_released("menu"):
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$VideoStreamPlayer.stop()
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if $VideoStreamPlayer.is_playing():
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Global.playerDisable = true
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else:
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Global.playerDisable = false
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if Global.tutorialComplete:
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if audio_stream_player.playing == false:
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var randomnum = RandomNumberGenerator.new().randi_range(0, 6)
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BIN
videos/trailer.ogv
Normal file
BIN
videos/trailer.ogv
Normal file
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