47 lines
2 KiB
GDScript
47 lines
2 KiB
GDScript
extends Node
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var mouseSensitivity = 0.01 # Unless otherwise changed by user in settings
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var playingGame = false # Should be true while in a map, set by menus
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var menuOpen = false # Whether or not the in-game menu is active
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var fatigue = 100 # Makes it so you can't run forever, you have limited energy
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var playerHealth = 100 # If zero, the player dies. Bullets cause damage
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var playerDead = false # Defined by Global.player_dead()
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var playerAlive = true # Gets set to false by death.tscn then to true after the death timer is up
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var playerPleaseRespawn = false # When true, this executes the apporiate commands to respawn the player. Controlled by death.tscn
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var playerYDeath = -20 # The point in which the player will die from falling off the map, defined in map scripts
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var deathShield = 0 # Makes you unkillable for a specified amount of time. Used to prevent the kill screen from appearing twice as well
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var goScene # This is used for the sceneChangerConfirm window. Initalized by a different script prior to sceneChangerConfirm
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var consoleOpen = false # This specifies whether or not the console is open
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var consoleCommand # Defined by console.gd
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var consoleOutput # Defined by console.gd
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var godMode = false # Defined by console.gd
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func _process(delta):
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if godMode:
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pass
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elif Input.is_action_pressed("sprint"):
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if fatigue > 0:
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fatigue = fatigue - 10 * delta
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elif not Input.is_action_pressed("sprint"):
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if fatigue < 100:
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fatigue = fatigue + 2 * delta
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if playerAlive:
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deathShield = deathShield - 10 * delta # Make player not killable until the value falls below 0
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func player_dead():
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playerDead = true
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if deathShield <= 0:
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deathShield = 50
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if playerAlive:
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print("Player be deaddddd brooooooo")
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var scene_trs =load("res://scenes/death.tscn")
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var scene=scene_trs.instantiate()
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add_child(scene)
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func reset_variables():
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print("Variables were reset by something")
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fatigue = 100
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playerHealth = 100
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playerDead = false
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playerAlive = true
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playerPleaseRespawn = false
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