Initial files

This commit is contained in:
Jan Groß
2017-11-12 16:56:20 +01:00
commit 509eeffe1e
56 changed files with 1655 additions and 0 deletions

40
scripts/asteroid.gd Normal file
View File

@@ -0,0 +1,40 @@
extends KinematicBody2D
var explosion = preload("res://scenes/explosion.tscn")
var velocity = Vector2()
export var speed_min = 10
export var speed_max = 50
func _ready():
randomize()
var rand_x = rand_range(0, get_viewport_rect().size.width)
set_global_pos(Vector2(rand_x, rand_range(-5, -60))) #random offset for easy "random timing"
rand_x = rand_range(0, get_viewport_rect().size.width)
var target = Vector2(rand_x, get_viewport_rect().size.height)
set_rot(get_global_pos().angle_to_point(target)+deg2rad(180))
velocity = Vector2(0, rand_range(speed_min, speed_max))
get_node("Sprite").set_rotd(rand_range(0,360))
set_process(true)
func _process(delta):
move(velocity.rotated(get_rot())*delta)
check_bounds()
func check_bounds():
if get_pos().y > get_viewport_rect().size.y - 5:
print("Asteroid out of bounds")
game_manager.get_node_from_root("Node/Base").damage(10)
destroy()
func destroy():
get_node("CollisionArea").queue_free()
game_manager.remove_asteroid()
var new_explosion = explosion.instance()
new_explosion.set_pos(get_pos())
game_manager.get_node_from_root("Node").add_child(new_explosion)
queue_free()
func on_rocket_hit():
destroy()

110
scripts/base.gd Normal file
View File

@@ -0,0 +1,110 @@
extends StaticBody2D
var state
var local_health
var missile_scn = preload("res://scenes/missile.tscn")
var states = {"STATE_AIMING": StateAiming, "STATE_FIRING": StateFiring}
var cannon_rotation = 90
var cannon_rot_dir = 0
export var health = 100
export var reload_time = 0.8
signal state_change
func _ready():
set_state("STATE_AIMING")
set_process_input(true)
set_process(true)
local_health = health
func _process(delta):
state.update(delta)
func _input(event):
if state.has_method("input"):
state.input(event)
func damage(dmg):
local_health -= dmg
if local_health <= 0 and not game_manager.state == game_manager.STATE_GAMEOVER:
game_manager.game_over()
func set_state(new_state):
if state: state._exit()
emit_signal("state_change", self, new_state)
print("State change to %s" % new_state)
var new_state_instance = states[new_state].new(self)
self.state = new_state_instance
func get_state():
return state.to_string()
class StateFiring:
func to_string():
return "STATE_FIRING"
var base
var missile_spawn
var missile_rot
func _init(_base):
self.base = _base
missile_spawn = base.get_node("CannonSprite/CannonTip")
missile_rot = base.get_node("CannonSprite").get_global_rot()
func update(delta):
shoot_missile()
func shoot_missile():
var missile = base.missile_scn.instance()
missile.init(base)
base.add_child(missile)
missile.set_global_rot(missile_rot)
missile.set_global_pos(missile_spawn.get_global_pos())
print("Fired")
base.set_state("STATE_AIMING")
func _exit():
pass
class StateAiming:
func to_string():
return "STATE_AIMING"
var base
var cannon
var ray
var reload_timer
func _init(_base):
self.base = _base
reload_timer = base.reload_time
cannon = base.get_node("CannonSprite")
ray = cannon.get_node("Ray")
func update(delta):
if reload_timer > 0:
reload_timer -= delta
ray.ray_color = ray.colors.red
else: ray.ray_color = ray.colors.green
#var mouse_pos = base.get_global_mouse_pos()
#cannon.look_at(mouse_pos)
#cannon.set_rot(cannon.get_global_pos().angle_to_point(mouse_pos))
base.cannon_rotation += base.cannon_rot_dir
cannon.set_rot(deg2rad(base.cannon_rotation))
func input(event):
if event.is_action_pressed("slow_motion"):
OS.set_time_scale(0.15)
if event.is_action_released("fire") or event.is_action_released("A") and reload_timer <= 0:
print("We fire")
base.set_state("STATE_FIRING")
if event.is_action("ui_left") or event.is_action("J_left"):
base.cannon_rot_dir = 1
if event.is_action("ui_right") or event.is_action("J_right"):
base.cannon_rot_dir = -1
if event.is_action_released("ui_right") or event.is_action_released("ui_left") or event.is_action_released("J_right") or event.is_action_released("J_left"):
base.cannon_rot_dir = 0
func _exit():
pass

21
scripts/explosion.gd Normal file
View File

@@ -0,0 +1,21 @@
extends Sprite
var ttl = 4
func _ready():
set_process(true)
get_node("AnimationPlayer").connect("finished", self, "anim_finished")
get_node("ExplosionArea").connect("body_enter", self, "on_collision")
func anim_finished():
get_node("ExplosionArea").queue_free()
func on_collision(other):
if other != null and other.has_method("on_rocket_hit"):
other.on_rocket_hit()
print("R ON R")
func _process(delta):
if ttl <= 0:
get_parent().queue_free()
else: ttl -= delta

86
scripts/game_manager.gd Normal file
View File

@@ -0,0 +1,86 @@
extends Node
const STATE_STARTUP = 0
const STATE_PLAYING = 1
const STATE_GAMEOVER = 2
const STAGE_TIME = 30
var active_asteroids = 0
var stage = 1
var total_time = 0
var slowmo_time = 5
var score = 0
var time_next_stage = 25
var state = STATE_STARTUP
func _ready():
set_fixed_process(true)
update_ui()
func game_over():
state = STATE_GAMEOVER
var restart_btn = game_manager.get_node_from_root("Node/UI/Restart")
restart_btn.show()
restart_btn.get_node("AnimationPlayer").connect("finished", self, "game_over_ts")
restart_btn.get_node("AnimationPlayer").play("anim_in")
func game_over_ts():
OS.set_time_scale(0.03)
func reset():
get_tree().reload_current_scene()
stage = 1
active_asteroids = 0
total_time = 0
slowmo_time = 0
score = 0
time_next_stage = 25
OS.set_time_scale(1)
state = STATE_PLAYING
update_ui()
func get_node_from_root(node_name):
return get_tree().get_root().get_node(node_name)
func _fixed_process(delta):
total_time += delta
if not state == STATE_GAMEOVER: slowmo_update(delta)
stage_update(delta)
func stage_update(delta):
time_next_stage -= delta
if time_next_stage <= 0:
get_node_from_root("Node/WorldAudio").play("level_up")
stage += 1
update_ui()
time_next_stage = STAGE_TIME
func slowmo_update(delta):
if slowmo_time >= 0:
slowmo_time -= delta / OS.get_time_scale()
else: set_slowmo(false)
if OS.get_time_scale() != 1.0: get_node_from_root("Node/UI/SlowmoBar").update_value(slowmo_time)
func set_slowmo(slowmo, time=5, scale=0.5):
if slowmo:
slowmo_time = time
OS.set_time_scale(scale)
get_node_from_root("Node/UI/SlowmoBar").set_max_val(time)
else:
OS.set_time_scale(1)
func update_ui():
var health = get_node_from_root("Node/Base").local_health
get_node_from_root("Node/UI/ScoreLabel").update_text(stage, active_asteroids, health)
func get_active_asteroids():
return active_asteroids
func add_asteroid():
active_asteroids += 1
update_ui()
if active_asteroids > stage + 7:
game_manager.set_slowmo(true, 15, 0.2)
elif active_asteroids > stage + 5:
game_manager.set_slowmo(true, 10, 0.25)
elif active_asteroids > stage + 3:
game_manager.set_slowmo(true, 10, 0.5)
func remove_asteroid():
active_asteroids -= 1
update_ui()

47
scripts/missile.gd Normal file
View File

@@ -0,0 +1,47 @@
extends KinematicBody2D
export var speed_mult = 100
var speed = Vector2(0,-1)
var origin
var exploded = false
func init(_origin):
randomize()
origin = _origin
speed = speed * speed_mult
func _ready():
#OS.set_time_scale(0.21)
get_node("Audio").play("missile_launch")
set_process(true)
get_node("CollisionArea").connect("area_enter", self, "_on_collision")
randomize()
func _process(delta):
move_forward(delta)
if origin: check_bounds()
if exploded and not get_node("Audio").is_voice_active(2): queue_free()
func move_forward(delta):
move(speed.rotated(get_rot())*delta)
func _on_collision(other):
if other.get_owner().has_method("on_rocket_hit"):
other.get_owner().on_rocket_hit()
var explosion_audio = "explosion_%s" % ceil(rand_range(1, 5))
print("Playing %s" % explosion_audio)
get_node("Audio").play(explosion_audio, 2)
print("target destroyed")
hide()
get_node("CollisionArea").queue_free()
exploded = true
func check_bounds():
var origin_pos = origin.get_global_pos()
var max_dist = origin_pos.distance_to(Vector2(0,0))
var current_dist = get_global_pos().distance_to(origin_pos)
if current_dist > max_dist:
print("Missile out of bounds")
queue_free()

15
scripts/ray.gd Normal file
View File

@@ -0,0 +1,15 @@
extends Node2D
var colors = {
"red" : Color(255,0,0, 0.5),
"green":Color(0,255,0, 0.5)
}
var ray_color = colors.red
func _ready():
set_process(true)
func _process(delta):
update()
func _draw():
draw_line(get_pos(), get_pos()+Vector2(0,-1) * 10000, ray_color, 2.5)

View File

@@ -0,0 +1,23 @@
extends Node
const WAVE_TIME = 12
onready var asteroid_scn = preload("res://scenes/asteroid.tscn")
export var amount = 2
var timer = 5
func _ready():
set_process(true)
func _process(delta):
if game_manager.state == game_manager.STATE_GAMEOVER: return
timer -= delta
if timer <= 0:
for i in range(amount + game_manager.stage):
spawn_asteroid()
timer = WAVE_TIME
func spawn_asteroid():
var new_asteroid = asteroid_scn.instance()
add_child(new_asteroid)
game_manager.add_asteroid()