Added energy and replenishment

main
Martin Felis 2024-01-27 23:30:23 +01:00
parent a04f8196f9
commit c467182087
5 changed files with 43 additions and 13 deletions

View File

@ -24,7 +24,7 @@ enum PlayerState {
}
var score : int = 0
var energy : float = 1.0
var energy : float = 100.0
var state : PlayerState = PlayerState.Alive
var state_last : PlayerState = PlayerState.Dead
@ -39,7 +39,10 @@ var coloring_bomb_sprite : Sprite2D
const SPEED = 5.0
const DASH_SPEED: float = 20
const DASH_DURATION: float = 0.2
const DASH_ENERGY: float = 40
const BOMB_DURATION: float = 0.1
const BOMB_ENERGY: float = 60
const ENERGY_REPLENISH_RATE: float = 0.5;
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@ -53,6 +56,9 @@ func _ready():
coloring_bomb_sprite.visible = false
func _physics_process(delta):
if energy < 100:
energy = min (100, energy + delta + ENERGY_REPLENISH_RATE)
if state_last != state:
if state == PlayerState.Alive:
on_player_spawn()
@ -85,9 +91,10 @@ func _physics_process(delta):
coloring_bomb_sprite.visible = false
bomb_time = 0
else:
if Input.is_action_just_pressed(bomb_action) and state == PlayerState.Alive:
coloring_bomb_sprite.visible = true;
bomb_time = BOMB_DURATION
if Input.is_action_just_pressed(bomb_action) \
and state == PlayerState.Alive \
and energy > BOMB_ENERGY:
on_drop_bomb()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
@ -103,9 +110,10 @@ func _physics_process(delta):
velocity.z = move_toward(velocity.z, 0, SPEED)
geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0))
if state == PlayerState.Alive and Input.is_action_just_pressed(dash_action):
is_dashing = true;
dash_time = DASH_DURATION
if Input.is_action_just_pressed(dash_action) \
and state == PlayerState.Alive \
and energy > DASH_ENERGY:
on_dash()
if is_dashing:
velocity.x = sin(angle) * DASH_SPEED
@ -134,3 +142,13 @@ func on_player_falling():
func on_player_dead():
print ("Player " + str(self) + ": death")
func on_dash():
is_dashing = true;
dash_time = DASH_DURATION
energy = max (0, energy - DASH_ENERGY)
func on_drop_bomb():
coloring_bomb_sprite.visible = true;
bomb_time = BOMB_DURATION
energy = max (0, energy - BOMB_ENERGY)

View File

@ -114,7 +114,6 @@ text = "Game Over!"
horizontal_alignment = 1
[node name="GameRunningWidgets" type="Panel" parent="GameUI"]
visible = false
custom_minimum_size = Vector2(0, 80)
layout_mode = 1
anchors_preset = 10
@ -137,6 +136,11 @@ layout_mode = 2
text = "0
"
[node name="EnergyProgressBar" type="ProgressBar" parent="GameUI/GameRunningWidgets/Player1Widgets"]
custom_minimum_size = Vector2(400, 0)
layout_mode = 2
value = 33.0
[node name="Player2Widgets" type="VBoxContainer" parent="GameUI/GameRunningWidgets"]
layout_direction = 3
layout_mode = 1
@ -154,6 +158,12 @@ layout_mode = 2
text = "0
"
[node name="EnergyProgressBar" type="ProgressBar" parent="GameUI/GameRunningWidgets/Player2Widgets"]
custom_minimum_size = Vector2(400, 0)
layout_direction = 2
layout_mode = 2
value = 75.0
[node name="TimeWidgets" type="VBoxContainer" parent="GameUI/GameRunningWidgets"]
layout_mode = 1
anchors_preset = 5

View File

@ -7,7 +7,9 @@ extends Control
@onready var game_finished_widgets : Control = $'GameFinishedWidgets'
@onready var player1_score_label : Label = $'GameRunningWidgets/Player1Widgets/ScoreLabel'
@onready var player1_energy_progressbar : ProgressBar = $'GameRunningWidgets/Player1Widgets/EnergyProgressBar'
@onready var player2_score_label : Label = $'GameRunningWidgets/Player2Widgets/ScoreLabel'
@onready var player2_energy_progressbar : ProgressBar = $'GameRunningWidgets/Player2Widgets/EnergyProgressBar'
@onready var player2_widgets : Control = $'GameRunningWidgets/Player2Widgets'
@onready var time_left_label : Label = $'GameRunningWidgets/TimeWidgets/TimeLeftLabel'
@ -42,9 +44,11 @@ func _process(_delta):
game_finished_widgets.visible = true
player1_score_label.text = str(world.players[0].score)
player1_energy_progressbar.value = world.players[0].energy
if player2_widgets.visible:
player2_score_label.text = str(world.players[1].score)
player2_energy_progressbar.value = world.players[1].energy
func _input(event):
if event.is_action_pressed("ui_accept"):

View File

@ -181,10 +181,11 @@ func stop_gameplay():
player.set_physics_process(false)
func start_gameplay():
print("Starting gameplay")
print("Starting ggameplay")
time_left = GAME_DURATION_SECONDS
for player: Player in players:
player.energy = 100;
player.coloring_sprite.visible = true
player.coloring_bomb_sprite.visible = false
player.set_process(true)

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=14 format=3 uid="uid://b1nm5h3yccr16"]
[gd_scene load_steps=13 format=3 uid="uid://b1nm5h3yccr16"]
[ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"]
[ext_resource type="PackedScene" uid="uid://bfyjtfdko3l7o" path="res://entities/Player.tscn" id="2_a343a"]
@ -8,7 +8,6 @@
[ext_resource type="PackedScene" uid="uid://7a2ma10hq0qa" path="res://scenes/PlatformA.tscn" id="6_83plb"]
[ext_resource type="PackedScene" uid="uid://bnmtyc1kkt6ku" path="res://scenes/PlatformB.tscn" id="7_cld3m"]
[ext_resource type="PackedScene" uid="uid://cc521i07ajufm" path="res://entities/SpawnPoint.tscn" id="8_ykvyf"]
[ext_resource type="PackedScene" uid="uid://0lrpepyejfxg" path="res://scenes/TestObstacles.tscn" id="9_eml1e"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_5gauv"]
sky_energy_multiplier = 5.0
@ -137,5 +136,3 @@ player_index = 1
[node name="SpawnPointPlayer3" parent="Level" instance=ExtResource("8_ykvyf")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.55561, 0, 3.26255)
[node name="Obstacles" parent="Level" instance=ExtResource("9_eml1e")]