added sounds to ui and game, prepared interaction with character
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b5ace17da9
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21d7cf417a
42 changed files with 450 additions and 155 deletions
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@ -10,13 +10,17 @@ var player_monster: Monster = null
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var enemy: Monster = null
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## Movement
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const SPEED : float = 5.0
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const JUMP_VELOCITY : float = 4.5
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const SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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const ROTATION_SPEED: float = 12.0
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func _ready() -> void:
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# Set the global reference to the player
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Utils.set_player(self)
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# Connect the event from the joysticks click
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get_viewport().get_tree().get_root().find_child("JoystickPanel", true, false).connect("on_interact", interact)
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func _physics_process(delta: float) -> void:
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# If the player is in a battle, handle it via start_battle and then handle_battle
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@ -59,7 +63,8 @@ func _physics_process(delta: float) -> void:
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# Move character to the direction
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if direction.length() != 0:
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$GobotSkin.rotation.y = atan2(direction.x,direction.z)
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var target_angle: float = Vector3.BACK.signed_angle_to(direction, Vector3.UP)
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$GobotSkin.rotation.y = lerp_angle(%GobotSkin.rotation.y, target_angle, ROTATION_SPEED * delta)
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if direction:
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velocity.x = direction.x * SPEED
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@ -77,6 +82,7 @@ func _physics_process(delta: float) -> void:
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func on_save_game(saved_data : Array[SavedData]) -> void:
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var data : SavedData = SavedData.new()
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data.position = global_position
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data.rotation = rotation
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data.scene_path = scene_file_path
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saved_data.append(data)
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@ -88,11 +94,16 @@ func on_before_load_game() -> void:
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func on_load_game(saved_data: SavedData) -> void:
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global_position = saved_data.position
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rotation = saved_data.rotation
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# Update the global reference to the player
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Utils.set_player(self)
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func interact() -> void:
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print("interact")
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func handle_battle() -> void:
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match battle_state:
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@ -123,6 +134,7 @@ func handle_battle() -> void:
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# The enemy can currently only attack
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var damage_amount: int = enemy.attack_enemy(player_monster)
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UI.battle_ui.set_message("The enemy attacked you for %s damage!" % str(damage_amount))
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SoundManager.play_sound_effect("Hit")
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await get_tree().create_timer(1.0).timeout
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UI.battle_ui.update()
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@ -134,11 +146,14 @@ func handle_battle() -> void:
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await get_tree().create_timer(3.0).timeout
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Enums.BattleState.WIN:
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SoundManager.play_sound_effect("Battle Win")
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SoundManager.play_background_music("Unexplored Fields")
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UI.battle_ui.disable()
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UI.battle_ui.set_message("You won!")
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await get_tree().create_timer(2.0).timeout
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# End the battle and reset some states
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# TODO: Maybe add a cooldown of 1.5s after the battle ended
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battle_state = Enums.BattleState.NOT_IN_BATTLE
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enemy.queue_free()
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player_monster.queue_free()
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@ -150,17 +165,19 @@ func handle_battle() -> void:
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print("You gained %s xp!" % str(gained_xp))
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Enums.BattleState.LOSE:
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print("LOSE")
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SoundManager.play_sound_effect("Lost Battle")
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await get_tree().create_timer(3.0).timeout
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## This method sets up a battle between the player and an enemy monster
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func start_battle(p_enemy: Monster) -> void:
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# Don't start a battle if we are already in one
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# TODO: Maybe add a cooldown of 1.5s after the battle ended
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if battle_state != Enums.BattleState.NOT_IN_BATTLE:
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return
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# TODO: Add a "surprise!" sound effect and an emoji to the players head
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SoundManager.play_background_music("Unexpected Fight")
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# Stop the player
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velocity = Vector3.ZERO
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animated_mesh.idle()
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@ -172,12 +189,16 @@ func start_battle(p_enemy: Monster) -> void:
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var local_z: Vector3 = camera.global_transform.basis.z
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# Get the new player and monster positions
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var new_player_position: Vector3 = camera.global_transform.origin + local_z * 3
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var monster_position: Vector3 = camera.global_transform.origin + local_z * 3
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var new_player_position: Vector3 = camera.global_transform.origin + local_z * 4
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var monster_position: Vector3 = camera.global_transform.origin + local_z * 2
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# Set the players new position
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position = Vector3(new_player_position.x, position.y, new_player_position.z)
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# and set the camera to the middle of the two involved monsters
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#var new_camera_root_position: Vector3 = (p_enemy.global_position - monster_position) / 2.0 + monster_position
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#%CameraRoot.global_position = Vector3(new_camera_root_position.x, %CameraRoot.global_position.y, new_camera_root_position.z)
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# Change the UI
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UI.show_battle_ui(true)
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UI.show_ingame_controls(false)
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@ -191,8 +212,9 @@ func start_battle(p_enemy: Monster) -> void:
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# And add it to the monster
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player_monster.data = monster_data
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player_monster.idle = true
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player_monster.position = Vector3(monster_position.x, position.y + 1, monster_position.z)
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add_child(player_monster)
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self.add_child(player_monster)
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player_monster.global_position = Vector3(monster_position.x, position.y + 1, monster_position.z)
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player_monster.look_at(enemy.position, Vector3.UP, true)
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# Get into the battle and switch between the states
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battle_state = Enums.BattleState.STARTED
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@ -202,9 +224,10 @@ func start_battle(p_enemy: Monster) -> void:
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func attack_enemy() -> void:
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UI.battle_ui.disable()
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UI.battle_ui.set_message("You attacked the enemy!")
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SoundManager.play_sound_effect("Hit")
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await get_tree().create_timer(1.0).timeout
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# this should rather be player_monster.attack_enemy(enemy) for correct values
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# FIXME: this must be changed to player_monster.attack_enemy(enemy) for correct values
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enemy.take_damage(10)
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UI.battle_ui.update()
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await get_tree().create_timer(1.0).timeout
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