155 lines
5.8 KiB
GDScript
155 lines
5.8 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 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 playerName # Defined in the settings-file.gd script
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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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var selfTeddy # Defined as soon as the player script is initalized
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var multiplayerCurrent = false # Whether the player is using multiplayer
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var currentMapNode # Defined in map scripts
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var currentMapPath # Defined in map scripts
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var teddyAuthorityID # Defined from teddy.gd after object is initalized
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var miniMenuResume = false # Set to true by mainmenu.gd
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var roundInSession = false # Goes true once the round is started in Teddy.gd
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var HUDStartLabelText = "" # The text displayed at the bottom of the screen of the server
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var lastPersonToHitMe = "" # Defined in the Bullet RPC
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var HUDPlayerDied = false # Tells the HUD.gd script that a point should be added or deducted
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var connectedPlayers = [] # Currently connected players by their name (NOT THEIR ID)
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var connectedPlayersByPeerID = [] # Currently connected players by their ID
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var respawnTimeModifier = 1.0 # Affects how quickly the player respawns in death.gd
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var musicName = "" # Name of music for HUD.gd
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var musicAuthor = "" # Name of music author for HUD.gd
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var musicUpdated = false # Tells HUD.gd to update labels and change visibility
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var menuLightSwitch = false # No description provided
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var gamemode = "Deathmatch" # This is changed in host.gd
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var chosenRunner # Changed in HUD.gd
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var iAmRunner = false # Defines whether you're the runner or not. Used in HUD.gd
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var runnerDead = false # When the runner is dead, this goes true
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var roundTimer = 300.0 # How long each rounds goes
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var mapName # Defined from host.gd, name of map
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var spawnCoords_x: Array[float] = [] # Used locally in spawn_locations() function
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var spawnCoords_y: Array[float] = [] # Used locally in spawn_locations() function
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var spawnCoords_z: Array[float] = [] # Used locally in spawn_locations() function
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var spawnCoordsInitalized = false # Used locally
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var volumeModifer = 1 # Modifies volume level
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var tutorialComplete = false # Used only for tutorial
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var AIHit = false # Used so the AI knows to take damage
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func _process(delta):
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#if not spawnCoordsInitalized:
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# spawnCoordsInitalized = true
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spawn_locations()
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if godMode:
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pass
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elif Input.is_action_pressed("sprint") and not iAmRunner and roundInSession:
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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 + 5 * 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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func reset_variables_hard():
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print("Variables were HARD reset")
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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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connectedPlayers = []
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Networking.connected_peers = []
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connectedPlayersByPeerID = []
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roundInSession = false
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playingGame = false
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consoleOpen = false
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godMode = false
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multiplayerCurrent = false
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teddyAuthorityID = null
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miniMenuResume = false
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HUDStartLabelText = ""
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lastPersonToHitMe = ""
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HUDPlayerDied = false
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respawnTimeModifier = 1.0
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menuLightSwitch = false
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gamemode = "Deathmatch"
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chosenRunner = null
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iAmRunner = false
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runnerDead = false
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roundTimer = 300.0
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spawnCoordsInitalized = false
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func save_data():
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SettingsFile.save_data(mouseSensitivity, playerName, volumeModifer)
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func spawn_locations():
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if mapName == "Toyland":
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spawnCoords_x.resize(6)
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spawnCoords_y.resize(6)
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spawnCoords_z.resize(6)
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spawnCoords_x[0] = 9.95
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spawnCoords_y[0] = 4.15
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spawnCoords_z[0] = -11.88
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spawnCoords_x[1] = -12.38
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spawnCoords_y[1] = 2.57
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spawnCoords_z[1] = -41.53
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spawnCoords_x[2] = -12.15
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spawnCoords_y[2] = 4.19
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spawnCoords_z[2] = -83.06
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spawnCoords_x[3] = -50.54
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spawnCoords_y[3] = 0.57
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spawnCoords_z[3] = -58.60
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spawnCoords_x[4] = -28.56
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spawnCoords_y[4] = 6.55
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spawnCoords_z[4] = -46.37
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spawnCoords_x[5] = -43.08
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spawnCoords_y[5] = 0.57
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spawnCoords_z[5] = -12.74
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elif mapName == "Tutorial":
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spawnCoords_x.resize(1)
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spawnCoords_y.resize(1)
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spawnCoords_z.resize(1)
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spawnCoords_x[0] = -17.65
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spawnCoords_y[0] = 2.85
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spawnCoords_z[0] = 11.41
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elif mapName == "Islands":
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spawnCoords_x.resize(3)
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spawnCoords_y.resize(3)
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spawnCoords_z.resize(3)
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spawnCoords_x[0] = -1.32
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spawnCoords_y[0] = 20
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spawnCoords_z[0] = 2.92
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spawnCoords_x[1] = 92.46
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spawnCoords_y[1] = 14
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spawnCoords_z[1] = 47.90
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spawnCoords_x[2] = 88.84
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spawnCoords_y[2] = 30
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spawnCoords_z[2] = -81.81
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