project_teddy/scripts/global.gd

68 lines
3.4 KiB
GDScript

extends Node
var mouseSensitivity = 0.01 # Unless otherwise changed by user in settings
var playingGame = false # Should be true while in a map, set by menus
var fatigue = 100 # Makes it so you can't run forever, you have limited energy
var playerHealth = 100 # If zero, the player dies. Bullets cause damage
var playerDead = false # Defined by Global.player_dead()
var playerAlive = true # Gets set to false by death.tscn then to true after the death timer is up
var playerPleaseRespawn = false # When true, this executes the apporiate commands to respawn the player. Controlled by death.tscn
var playerYDeath = -20 # The point in which the player will die from falling off the map, defined in map scripts
var playerName # Defined in the settings-file.gd script
var deathShield = 0 # Makes you unkillable for a specified amount of time. Used to prevent the kill screen from appearing twice as well
var goScene # This is used for the sceneChangerConfirm window. Initalized by a different script prior to sceneChangerConfirm
var consoleOpen = false # This specifies whether or not the console is open
var consoleCommand # Defined by console.gd
var consoleOutput # Defined by console.gd
var godMode = false # Defined by console.gd
var selfTeddy # Defined as soon as the player script is initalized
var multiplayerCurrent = false # Whether the player is using multiplayer
var currentMapNode # Defined in map scripts
var teddyAuthorityID # Defined from teddy.gd after object is initalized
var miniMenuResume = false # Set to true by mainmenu.gd
var roundInSession = false # Goes true once the round is started in Teddy.gd
var HUDStartLabelText = "" # The text displayed at the bottom of the screen of the server
var lastPersonToHitMe = 0 # Defined in the Bullet RPC
var HUDPlayerDied = false # Tells the HUD.gd script that a point should be added or deducted
var connectedPlayers = [] # Currently connected players by their name (NOT THEIR ID)
var connectedPlayersByPeerID = [] # Currently connected players by their ID
var respawnTimeModifier = 1.0 # Affects how quickly the player respawns in death.gd
var musicName = "" # Name of music for HUD.gd
var musicAuthor = "" # Name of music author for HUD.gd
var musicUpdated = false # Tells HUD.gd to update labels and change visibility
var menuLightSwitch = false # No description provided
var gamemode = "Deathmatch" # This is changed in host.gd
var chosenRunner # Changed in HUD.gd
var iAmRunner = false # Defines whether you're the runner or not. Used in HUD.gd
var runnerDead = false # When the runner is dead, this goes true
var roundTimer = 300.0 # How long each rounds goes
func _process(delta):
if godMode:
pass
elif Input.is_action_pressed("sprint") and not iAmRunner and roundInSession:
if fatigue > 0:
fatigue = fatigue - 10 * delta
elif not Input.is_action_pressed("sprint"):
if fatigue < 100:
fatigue = fatigue + 5 * delta
if playerAlive:
deathShield = deathShield - 10 * delta # Make player not killable until the value falls below 0
func player_dead():
playerDead = true
if deathShield <= 0:
deathShield = 50
if playerAlive:
print("Player be deaddddd brooooooo")
var scene_trs =load("res://scenes/death.tscn")
var scene=scene_trs.instantiate()
add_child(scene)
func reset_variables():
print("Variables were reset by something")
fatigue = 100
playerHealth = 100
playerDead = false
playerAlive = true
playerPleaseRespawn = false