309 lines
9 KiB
GDScript
309 lines
9 KiB
GDScript
extends Control
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var roundTimer = Global.roundTimer
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var minutes
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var seconds
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var scores: Array[int] = []
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var scoresInitalized = false
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var runnerSelected = false
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func _ready():
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await get_tree().create_timer(0.1).timeout
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roundTimer = Global.roundTimer
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minutes = roundTimer / 60
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seconds = fmod(roundTimer, 60)
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$timer.text = "%02d:%02d" % [minutes, seconds]
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func _process(delta):
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$startLabel.text = Global.HUDStartLabelText
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$Fatigue.value = Global.fatigue
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$Health.value = Global.playerHealth
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if Global.mapName == "Tutorial":
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tutorial()
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if Global.iAmRunner:
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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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$musicPanel/authorLabel.text = Global.musicAuthor
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$musicPanel.visible = true
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await get_tree().create_timer(3).timeout
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$musicPanel.visible = false
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if Global.roundInSession == true and roundTimer >= 0:
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if scoresInitalized == false:
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scoresInitalized = true
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fill_scores_with_zeros(Global.connectedPlayers.size())
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if Global.gamemode == "Deathmatch":
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Global.HUDStartLabelText = ""
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if Global.gamemode == "Runner":
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if Global.teddyAuthorityID == 1:
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if runnerSelected == false:
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runnerSelected = true
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select_runner(Global.connectedPlayers, Global.connectedPlayersByPeerID)
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if Global.runnerDead == true:
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print("RUNNER IS DEAD")
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rpc("runner_dead", Global.chosenRunner)
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runner_dead(Global.chosenRunner)
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if Global.mapName == "Tutorial":
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pass
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roundTimer -= delta
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minutes = roundTimer / 60
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seconds = fmod(roundTimer, 60)
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$timer.text = "%02d:%02d" % [minutes, seconds]
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if roundTimer <= 0.0:
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Global.HUDStartLabelText = "GAME OVER"
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if Global.HUDPlayerDied:
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Global.HUDPlayerDied = false
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rpc("update_scores", Global.lastPersonToHitMe)
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update_scores(Global.lastPersonToHitMe)
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rpc("killed_text", Global.lastPersonToHitMe, Global.playerName)
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killed_text(Global.lastPersonToHitMe, Global.playerName)
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if Global.roundInSession == false:
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for i in range(Global.connectedPlayers.size()):
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if Global.connectedPlayers[i]:
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var numlabel = i + 1
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get_node("player" + str(numlabel) + "Label").text = Global.connectedPlayers[i] + ": " + "0"
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@rpc("any_peer", "reliable")
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func update_scores(name):
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for i in range(Global.connectedPlayers.size()):
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if Global.connectedPlayers[i] == str(name):
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var numlabel = i + 1
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var currentScore = scores[i] + 1
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scores[i] += 1
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get_node("player" + str(numlabel) + "Label").text = Global.connectedPlayers[i] + ": " + str(currentScore)
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else:
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print("Name ", i, " wasn't found in the list!")
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func fill_scores_with_zeros(num_of_players):
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scores.resize(num_of_players)
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for i in num_of_players:
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scores[i] = 0
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func select_runner(players, playersID):
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var numOfPlayers = players.size()
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var getIndexSize = numOfPlayers - 1
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var playerChosen = RandomNumberGenerator.new().randi_range(0, getIndexSize)
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var runner = players[playerChosen]
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Global.chosenRunner = runner
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rpc("selected_runner", runner)
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selected_runner(runner)
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var runnerID = playersID[playerChosen]
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if runnerID == 1:
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runner_stats()
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else:
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rpc_id(runnerID, "runner_stats")
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print("Runner: ", runner, ", ID: ", runnerID)
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@rpc("any_peer", "reliable")
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func selected_runner(player):
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print(Global.connectedPlayersByPeerID)
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Global.chosenRunner = player
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if Global.playerName != player:
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not_runner(player)
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func not_runner(player):
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$RunnerPanel.visible = true
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Global.HUDStartLabelText = str(player + " is the runner!")
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@rpc("any_peer", "reliable")
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func runner_stats():
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await get_tree().create_timer(0.1).timeout
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Global.iAmRunner = true
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$Health.max_value = 2000
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Global.playerHealth = 2000
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Global.HUDStartLabelText = "You are the runner!"
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$RunnerPanel.visible = false
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print(Global.HUDStartLabelText)
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@rpc("any_peer", "reliable")
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func runner_dead(runner):
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Global.roundInSession = false
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Global.HUDStartLabelText = "Runner has died! Killers win!"
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@rpc("any_peer", "reliable")
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func sync_runner_hp(value):
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$RunnerPanel/Health.value = value
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@rpc("any_peer", "reliable")
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func killed_text(killer, killed):
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$killedLabel.text = killer + " killed " + killed
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### TUTORIAL STUFF ###
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var w = false
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var a = false
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var s = false
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var d = false
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var ran_timer = false
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var stage1 = false
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func tutorial():
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if not stage1:
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stage1 = true
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$TutorialPanel/camera.visible = false
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$TutorialPanel/Mouse.visible = false
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$TutorialPanel/Arrow_up.visible = false
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$TutorialPanel/Arrow_left.visible = false
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$TutorialPanel/Arrow_down.visible = false
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$TutorialPanel/Arrow_right.visible = false
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$TutorialPanel/shoot.visible = false
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$TutorialPanel/Leftmouse.visible = false
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$TutorialPanel/start.visible = false
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$TutorialPanel/enter.visible = false
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$TutorialPanel/EnterKey.visible = false
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$TutorialPanel/learning.visible = false
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$TutorialPanel/aim.visible = false
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$TutorialPanel/timer.visible = false
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$TutorialPanel/zero.visible = false
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$TutorialPanel/done.visible = false
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$TutorialPanel.visible = true
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$TutorialPanel/welcome.visible = true
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$TutorialPanel/move.visible = true
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$TutorialPanel/Wasd.visible = true
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$player1Label.text = Global.playerName
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Global.HUDStartLabelText = " "
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if not w:
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if Input.is_action_just_pressed("player_forward"):
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w = true
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$TutorialPanel/W.visible = true
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if not a:
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if Input.is_action_just_pressed("player_left"):
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a = true
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$TutorialPanel/A.visible = true
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if not s:
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if Input.is_action_just_pressed("player_backward"):
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s = true
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$TutorialPanel/S.visible = true
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if not d:
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if Input.is_action_just_pressed("player_right"):
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d = true
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$TutorialPanel/D.visible = true
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if w and a and s and d:
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if not ran_timer:
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await get_tree().create_timer(0.5).timeout
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ran_timer = true
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else:
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tutorial_2()
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var up = false
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var left = false
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var down = false
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var right = false
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@onready var prev_cam_rot = get_node(str(Global.selfTeddy) + '/CollisionShape3D/Neck/Camera3D').global_rotation
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var ran_timer2 = false
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var ran_timer3 = false
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var stage2 = false
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func tutorial_2():
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if not stage2:
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stage2 = true
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$TutorialPanel/W.visible = false
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$TutorialPanel/A.visible = false
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$TutorialPanel/S.visible = false
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$TutorialPanel/D.visible = false
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$TutorialPanel/Wasd.visible = false
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$TutorialPanel/welcome.visible = false
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$TutorialPanel/move.visible = false
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$TutorialPanel/camera.visible = true
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$TutorialPanel/Mouse.visible = true
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$TutorialPanel/Arrow_up.visible = true
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$TutorialPanel/Arrow_left.visible = true
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$TutorialPanel/Arrow_down.visible = true
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$TutorialPanel/Arrow_right.visible = true
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if not ran_timer2:
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await get_tree().create_timer(0.5).timeout
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ran_timer2 = true
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else:
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var cam_rot = get_node(str(Global.selfTeddy) + '/CollisionShape3D/Neck/Camera3D').global_rotation
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print("prev_cam_rot: ", prev_cam_rot)
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print("cam_rot: ", cam_rot)
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if not up:
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if cam_rot.x > prev_cam_rot.x:
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up = true
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$TutorialPanel/ArrowFilled_up.visible = true
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if not down:
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if cam_rot.x < prev_cam_rot.x:
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down = true
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$TutorialPanel/ArrowFilled_down.visible = true
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if not left:
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if cam_rot.y > prev_cam_rot.y:
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left = true
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$TutorialPanel/ArrowFilled_left.visible = true
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if not right:
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if cam_rot.y < prev_cam_rot.y:
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right = true
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$TutorialPanel/ArrowFilled_right.visible = true
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prev_cam_rot = cam_rot
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if up and left and right and down:
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if not ran_timer3:
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await get_tree().create_timer(0.5).timeout
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ran_timer3 = true
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else:
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tutorial_3()
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var stage3_continue = false
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var stage3 = false
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func tutorial_3():
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if not stage3:
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stage3 = true
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$TutorialPanel/camera.visible = false
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$TutorialPanel/Mouse.visible = false
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$TutorialPanel/Arrow_up.visible = false
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$TutorialPanel/Arrow_left.visible = false
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$TutorialPanel/Arrow_down.visible = false
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$TutorialPanel/Arrow_right.visible = false
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$TutorialPanel/ArrowFilled_up.visible = false
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$TutorialPanel/ArrowFilled_left.visible = false
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$TutorialPanel/ArrowFilled_down.visible = false
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$TutorialPanel/ArrowFilled_right.visible = false
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$TutorialPanel/start.visible = true
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$TutorialPanel/enter.visible = true
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$TutorialPanel/EnterKey.visible = true
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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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stage3_continue = true
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$player2Label.text = "AI"
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if stage3_continue:
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tutorial_4()
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var stage4_continue = false
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var stage4 = false
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func tutorial_4():
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if not stage4:
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stage4 = true
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$TutorialPanel/start.visible = false
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$TutorialPanel/enter.visible = false
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$TutorialPanel/EnterKey.visible = false
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$TutorialPanel/shoot.visible = true
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$TutorialPanel/Leftmouse.visible = true
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if Input.is_action_just_pressed("shoot"):
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stage4_continue = true
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if stage4_continue:
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tutorial_5()
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var stage5 = false
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func tutorial_5():
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if not stage5:
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stage5 = true
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$TutorialPanel/shoot.visible = false
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$TutorialPanel/Leftmouse.visible = false
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$TutorialPanel/learning.visible = true
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$TutorialPanel/aim.visible = true
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$TutorialPanel/timer.visible = true
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$TutorialPanel/zero.visible = true
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$TutorialPanel/done.visible = true
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await get_tree().create_timer(12).timeout
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$TutorialPanel.visible = false
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Global.tutorialComplete = true
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