Added energy and replenishment
parent
a04f8196f9
commit
c467182087
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@ -24,7 +24,7 @@ enum PlayerState {
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}
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var score : int = 0
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var energy : float = 1.0
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var energy : float = 100.0
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var state : PlayerState = PlayerState.Alive
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var state_last : PlayerState = PlayerState.Dead
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@ -39,7 +39,10 @@ var coloring_bomb_sprite : Sprite2D
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const SPEED = 5.0
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const DASH_SPEED: float = 20
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const DASH_DURATION: float = 0.2
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const DASH_ENERGY: float = 40
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const BOMB_DURATION: float = 0.1
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const BOMB_ENERGY: float = 60
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const ENERGY_REPLENISH_RATE: float = 0.5;
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@ -53,6 +56,9 @@ func _ready():
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coloring_bomb_sprite.visible = false
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func _physics_process(delta):
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if energy < 100:
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energy = min (100, energy + delta + ENERGY_REPLENISH_RATE)
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if state_last != state:
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if state == PlayerState.Alive:
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on_player_spawn()
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@ -85,9 +91,10 @@ func _physics_process(delta):
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coloring_bomb_sprite.visible = false
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bomb_time = 0
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else:
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if Input.is_action_just_pressed(bomb_action) and state == PlayerState.Alive:
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coloring_bomb_sprite.visible = true;
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bomb_time = BOMB_DURATION
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if Input.is_action_just_pressed(bomb_action) \
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and state == PlayerState.Alive \
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and energy > BOMB_ENERGY:
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on_drop_bomb()
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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@ -103,9 +110,10 @@ func _physics_process(delta):
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velocity.z = move_toward(velocity.z, 0, SPEED)
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geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0))
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if state == PlayerState.Alive and Input.is_action_just_pressed(dash_action):
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is_dashing = true;
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dash_time = DASH_DURATION
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if Input.is_action_just_pressed(dash_action) \
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and state == PlayerState.Alive \
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and energy > DASH_ENERGY:
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on_dash()
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if is_dashing:
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velocity.x = sin(angle) * DASH_SPEED
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@ -134,3 +142,13 @@ func on_player_falling():
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func on_player_dead():
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print ("Player " + str(self) + ": death")
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func on_dash():
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is_dashing = true;
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dash_time = DASH_DURATION
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energy = max (0, energy - DASH_ENERGY)
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func on_drop_bomb():
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coloring_bomb_sprite.visible = true;
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bomb_time = BOMB_DURATION
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energy = max (0, energy - BOMB_ENERGY)
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@ -114,7 +114,6 @@ text = "Game Over!"
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horizontal_alignment = 1
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[node name="GameRunningWidgets" type="Panel" parent="GameUI"]
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visible = false
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custom_minimum_size = Vector2(0, 80)
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layout_mode = 1
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anchors_preset = 10
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@ -137,6 +136,11 @@ layout_mode = 2
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text = "0
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"
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[node name="EnergyProgressBar" type="ProgressBar" parent="GameUI/GameRunningWidgets/Player1Widgets"]
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custom_minimum_size = Vector2(400, 0)
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layout_mode = 2
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value = 33.0
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[node name="Player2Widgets" type="VBoxContainer" parent="GameUI/GameRunningWidgets"]
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layout_direction = 3
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layout_mode = 1
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@ -154,6 +158,12 @@ layout_mode = 2
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text = "0
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"
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[node name="EnergyProgressBar" type="ProgressBar" parent="GameUI/GameRunningWidgets/Player2Widgets"]
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custom_minimum_size = Vector2(400, 0)
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layout_direction = 2
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layout_mode = 2
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value = 75.0
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[node name="TimeWidgets" type="VBoxContainer" parent="GameUI/GameRunningWidgets"]
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layout_mode = 1
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anchors_preset = 5
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@ -7,7 +7,9 @@ extends Control
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@onready var game_finished_widgets : Control = $'GameFinishedWidgets'
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@onready var player1_score_label : Label = $'GameRunningWidgets/Player1Widgets/ScoreLabel'
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@onready var player1_energy_progressbar : ProgressBar = $'GameRunningWidgets/Player1Widgets/EnergyProgressBar'
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@onready var player2_score_label : Label = $'GameRunningWidgets/Player2Widgets/ScoreLabel'
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@onready var player2_energy_progressbar : ProgressBar = $'GameRunningWidgets/Player2Widgets/EnergyProgressBar'
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@onready var player2_widgets : Control = $'GameRunningWidgets/Player2Widgets'
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@onready var time_left_label : Label = $'GameRunningWidgets/TimeWidgets/TimeLeftLabel'
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@ -42,9 +44,11 @@ func _process(_delta):
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game_finished_widgets.visible = true
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player1_score_label.text = str(world.players[0].score)
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player1_energy_progressbar.value = world.players[0].energy
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if player2_widgets.visible:
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player2_score_label.text = str(world.players[1].score)
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player2_energy_progressbar.value = world.players[1].energy
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func _input(event):
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if event.is_action_pressed("ui_accept"):
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@ -181,10 +181,11 @@ func stop_gameplay():
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player.set_physics_process(false)
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func start_gameplay():
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print("Starting gameplay")
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print("Starting ggameplay")
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time_left = GAME_DURATION_SECONDS
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for player: Player in players:
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player.energy = 100;
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player.coloring_sprite.visible = true
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player.coloring_bomb_sprite.visible = false
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player.set_process(true)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=14 format=3 uid="uid://b1nm5h3yccr16"]
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[gd_scene load_steps=13 format=3 uid="uid://b1nm5h3yccr16"]
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[ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"]
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[ext_resource type="PackedScene" uid="uid://bfyjtfdko3l7o" path="res://entities/Player.tscn" id="2_a343a"]
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@ -8,7 +8,6 @@
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[ext_resource type="PackedScene" uid="uid://7a2ma10hq0qa" path="res://scenes/PlatformA.tscn" id="6_83plb"]
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[ext_resource type="PackedScene" uid="uid://bnmtyc1kkt6ku" path="res://scenes/PlatformB.tscn" id="7_cld3m"]
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[ext_resource type="PackedScene" uid="uid://cc521i07ajufm" path="res://entities/SpawnPoint.tscn" id="8_ykvyf"]
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[ext_resource type="PackedScene" uid="uid://0lrpepyejfxg" path="res://scenes/TestObstacles.tscn" id="9_eml1e"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_5gauv"]
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sky_energy_multiplier = 5.0
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@ -137,5 +136,3 @@ player_index = 1
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[node name="SpawnPointPlayer3" parent="Level" instance=ExtResource("8_ykvyf")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.55561, 0, 3.26255)
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[node name="Obstacles" parent="Level" instance=ExtResource("9_eml1e")]
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