added first theme progress and switched all files to use static typing

This commit is contained in:
Luca 2024-10-10 15:26:56 +02:00
parent c9458f3627
commit b5ace17da9
2665 changed files with 50249 additions and 476 deletions

View file

@ -14,7 +14,7 @@ var idle: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var model_instance = data.model.instantiate()
var model_instance: Node = data.model.instantiate()
frequency = randf_range(1.0, 4.0)
amplitude = randf_range(1.0, 6.0)
spawn_point = position
@ -26,20 +26,20 @@ func _physics_process(delta: float) -> void:
return
time += delta
var x_movement = sin(time * frequency) * amplitude
var y_movement = sin(time * 25) * 4.0
var z_movement = cos(time * frequency) * amplitude
var x_movement: float = sin(time * frequency) * amplitude
var y_movement: float = sin(time * 25) * 4.0
var z_movement: float = cos(time * frequency) * amplitude
if not idle:
velocity = Vector3(x_movement, y_movement, z_movement)
else:
velocity = Vector3(0, y_movement, 0)
# if move_and_slide reports collisions
if move_and_slide():
var collision = get_slide_collision(0)
var collider = collision.get_collider()
var collision: KinematicCollision3D = get_slide_collision(0)
var collider: Object = collision.get_collider()
# if the monster collided with the player...
if collider.name == "Player":
velocity = Vector3.ZERO
@ -50,7 +50,7 @@ func faint() -> void:
self.queue_free()
func attack_enemy(enemy: Monster) -> int:
var damage = data.attack_enemy(enemy.data)
var damage: int = data.attack_enemy(enemy.data)
return damage
func take_damage(amount: int) -> void:

View file

@ -1,7 +1,7 @@
class_name MonsterSpawnpoint
extends Node3D
@onready var monster_tscn = preload("res://entities/monster/monster.tscn")
@onready var monster_tscn: PackedScene = preload("res://entities/monster/monster.tscn")
# a spawnpoint that can spawn monsters
# monsters are only spawned, if the player is not looking
@ -10,10 +10,10 @@ extends Node3D
@export var spawnable_monsters: Array[MonsterSpawnpointProbability]
## Minimum Level the spawnable monsters have
@export var min_level = 1
@export var min_level: int = 1
## Maximum level the spawnable monsters can have
@export var max_level = 1
@export var max_level: int = 1
## Ignore spawning only if visible
@export var ignore_visibility: bool = false
@ -46,15 +46,15 @@ var active_monsters: Array[Monster] = []
func _ready() -> void:
if spawnable_monsters.is_empty():
printerr("Spawnpoint (%s) does not have monsters to spawn." % self.name)
spawn_timer.wait_time = spawn_cooldown
spawn_timer.autostart = true
spawn_timer.timeout.connect(spawn)
add_child(spawn_timer)
spawn_timer.start()
spawn_point = position
label.text = "%s / %s" % [len(active_monsters), max_monsters]
@ -62,42 +62,42 @@ func spawn() -> void:
if len(active_monsters) >= max_monsters:
#print("Spawnpoint reached maximum amount of monsters")
return
if ignore_visibility == false and $VisibleOnScreenNotifier3D.is_on_screen():
#print("Spawnpoint is visible on screen. Not spawning a monster.")
return
# TODO: Add a check to not spawn enemies X units near the player
# instantiate a monster .tscn scene
var monster_to_spawn = monster_tscn.instantiate()
var monster_to_spawn: Node = monster_tscn.instantiate()
# Create a new MonsterData for the monster to spawn
var monster_data: MonsterData = MonsterData.new()
# Get a random monster data as a template
var random := randi() % spawnable_monsters.size()
var random: int = randi() % spawnable_monsters.size()
var template_data : MonsterData = spawnable_monsters[random].monster_data
monster_data.set_values(template_data.unique_id, {}, randi_range(min_level, max_level))
## Heal the wild monster fully
monster_data.heal(9999)
## Set the data of the Node3D monster to spawn
monster_to_spawn.data = monster_data
# keep track of the current monster
active_monsters.append(monster_to_spawn)
label.text = "%s / %s" % [len(active_monsters), max_monsters]
# calculate the position of the monster and add the offset of the spawnpoint itself
var monster_position = Vector3(position.x, position.y + 1, position.z)
var monster_position: Vector3 = Vector3(position.x, position.y + 1, position.z)
monster_to_spawn.position = monster_position
var debug_level_node = get_parent_node_3d()
var debug_level_node: Node3D = get_parent_node_3d()
debug_level_node.add_child(monster_to_spawn)
#print("Spawning Mob \"%s\"" % monster_to_spawn.data.display_name)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
time += delta

View file

@ -4,26 +4,27 @@ extends CharacterBody3D
@onready var camera: Camera3D = %Camera3D
## State
@export var battle_state := Global.BattleState.NOT_IN_BATTLE
@export var battle_state: Enums.BattleState = Enums.BattleState.NOT_IN_BATTLE
var in_battle: bool = false
var player_monster: Monster = null
var enemy: Monster = null
## Movement
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
const SPEED : float = 5.0
const JUMP_VELOCITY : float = 4.5
func _ready() -> void:
# Set the global reference to the player
Utils.set_player(self)
func _physics_process(delta: float) -> void:
# If the player is in a battle, handle it via start_battle and then handle_battle
if battle_state != Global.BattleState.NOT_IN_BATTLE:
if battle_state != Enums.BattleState.NOT_IN_BATTLE:
return
animated_mesh.idle()
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
@ -33,33 +34,33 @@ func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("ui_accept"):
print("jump")
animated_mesh.run()
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Camera rotation
var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
var camera_input_dir : Vector2 = Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
$CameraRoot.rotation.y += camera_input_dir.x
# Get the input direction and handle the movement / deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var input_dir : Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if input_dir.length() > 0 and is_on_floor():
animated_mesh.run()
if input_dir.length() > 0 and not is_on_floor():
animated_mesh.fall()
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var direction : Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
# Rotate the direction with the camera, so that the cameras forward direction
# is the joysticks and the players forward direction
direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
# Move character to the direction
if direction.length() != 0:
$GobotSkin.rotation.y = atan2(direction.x,direction.z)
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
@ -68,127 +69,144 @@ func _physics_process(delta: float) -> void:
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
if velocity.length() < 0.05:
animated_mesh.idle()
func on_save_game(saved_data : Array[SavedData]):
var data = SavedData.new()
func on_save_game(saved_data : Array[SavedData]) -> void:
var data : SavedData = SavedData.new()
data.position = global_position
data.scene_path = scene_file_path
saved_data.append(data)
func on_before_load_game():
func on_before_load_game() -> void:
get_parent().remove_child(self)
queue_free()
func on_load_game(saved_data: SavedData):
func on_load_game(saved_data: SavedData) -> void:
global_position = saved_data.position
# Update the global reference to the player
Utils.set_player(self)
func handle_battle() -> void:
match battle_state:
Global.BattleState.STARTED:
# disable battle_UI
# UI.battle_ui.disable()
Enums.BattleState.STARTED:
# Start with disabled UI
UI.battle_ui.disable()
UI.battle_ui.set_message("A wild %s appeared!" % enemy.data.name)
await get_tree().create_timer(3.0).timeout
battle_state = Global.BattleState.PLAYER_TURN
battle_state = Enums.BattleState.PLAYER_TURN
handle_battle()
Global.BattleState.PLAYER_TURN:
Enums.BattleState.PLAYER_TURN:
UI.battle_ui.set_message("What will you do?")
# todo: enable battle_ui again
# UI.battle_ui.enable()
UI.battle_ui.enable()
UI.battle_ui.update()
Global.BattleState.ENEMY_TURN:
Enums.BattleState.ENEMY_TURN:
UI.battle_ui.disable()
# If the enemy has no health left, we win
if enemy.data.current_health <= 0:
print("win")
battle_state = Global.BattleState.WIN
battle_state = Enums.BattleState.WIN
handle_battle()
return
UI.battle_ui.set_message("What will the enemy do?")
await get_tree().create_timer(3.0).timeout
await get_tree().create_timer(2.0).timeout
# The enemy can currently only attack
var damage_amount: int = enemy.attack_enemy(player_monster)
UI.battle_ui.set_message("The enemy attacked you for %s damage!" % str(damage_amount))
await get_tree().create_timer(1.0).timeout
UI.battle_ui.update()
battle_state = Global.BattleState.PLAYER_TURN
battle_state = Enums.BattleState.PLAYER_TURN
handle_battle()
Global.BattleState.CATCH:
print("Catch")
Enums.BattleState.CATCH:
print("TODO: Catch")
await get_tree().create_timer(3.0).timeout
Global.BattleState.WIN:
Enums.BattleState.WIN:
UI.battle_ui.disable()
UI.battle_ui.set_message("You won!")
await get_tree().create_timer(3.0).timeout
battle_state = Global.BattleState.NOT_IN_BATTLE
await get_tree().create_timer(2.0).timeout
# End the battle and reset some states
battle_state = Enums.BattleState.NOT_IN_BATTLE
enemy.queue_free()
player_monster.queue_free()
UI.ingame_menu.update()
UI.show_battle_ui(false)
UI.show_ingame_controls(true)
Global.BattleState.LOSE:
var gained_xp: int = player_monster.data.calculate_gained_xp(enemy.data)
player_monster.data.add_xp(gained_xp)
print("You gained %s xp!" % str(gained_xp))
Enums.BattleState.LOSE:
print("LOSE")
await get_tree().create_timer(3.0).timeout
## This method sets up a battle between the player and an enemy monster
func start_battle(p_enemy: Monster) -> void:
# Don't start a battle if we are already in one
# TODO: Maybe add a cooldown of 1.5s after the battle ended
if battle_state != Global.BattleState.NOT_IN_BATTLE:
if battle_state != Enums.BattleState.NOT_IN_BATTLE:
return
# Stop the player
velocity = Vector3.ZERO
animated_mesh.idle()
# Set the current enemy
enemy = p_enemy
# Get the loccal z axis of the camera to position the player
var local_z = camera.global_transform.basis.z
var local_z: Vector3 = camera.global_transform.basis.z
# Get the new player and monster positions
var new_player_position = camera.global_transform.origin + local_z * 3
var monster_position = camera.global_transform.origin + local_z * 3
var new_player_position: Vector3 = camera.global_transform.origin + local_z * 3
var monster_position: Vector3 = camera.global_transform.origin + local_z * 3
# Set the players new position
position = Vector3(new_player_position.x, position.y, new_player_position.z)
# Change the UI
UI.show_battle_ui(true)
UI.show_ingame_controls(false)
# Create the player's monster
player_monster = Monster.new()
# Get the data from the party
var monster_data : MonsterData = SaveManager.current_save.party[0]
# And add it to the monster
player_monster.data = monster_data
player_monster.idle = true
player_monster.position = Vector3(monster_position.x, position.y + 1, monster_position.z)
add_child(player_monster)
# Get into the battle and switch between the states
battle_state = Global.BattleState.STARTED
battle_state = Enums.BattleState.STARTED
handle_battle()
func attack_enemy():
func attack_enemy() -> void:
UI.battle_ui.disable()
UI.battle_ui.set_message("You attacked the enemy!")
await get_tree().create_timer(1.0).timeout
# this should rather be player_monster.attack_enemy(enemy) for correct values
enemy.take_damage(7)
enemy.take_damage(10)
UI.battle_ui.update()
await get_tree().create_timer(1.0).timeout
battle_state = Global.BattleState.ENEMY_TURN
battle_state = Enums.BattleState.ENEMY_TURN
handle_battle()