275 lines
8.8 KiB
GDScript
275 lines
8.8 KiB
GDScript
extends CharacterBody3D
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@onready var animated_mesh: Node3D = %GobotSkin
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@onready var camera: Camera3D = %Camera3D
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@onready var camera_root: Node3D = $CameraRoot
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## State
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@export var battle_state: Enums.BattleState = Enums.BattleState.NOT_IN_BATTLE
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var in_battle: bool = false
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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 ROTATION_SPEED: float = 12.0
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const CAMERA_ROTATION_SPEED: float = 1.3
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const MANUAL_CAMERA_ROTATION_SPEED: float = 5.0
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var camera_smoothing_factor: float = 0.1
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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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# HACK: This should rather be connected from a global SignalManager or SignalBus
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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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if battle_state != Enums.BattleState.NOT_IN_BATTLE:
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return
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animated_mesh.idle()
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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animated_mesh.fall()
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept"):
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print("jump")
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animated_mesh.run()
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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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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var input_dir : Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if input_dir.length() > 0 and is_on_floor():
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animated_mesh.run()
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if input_dir.length() > 0 and not is_on_floor():
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animated_mesh.fall()
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var direction : Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Rotate the direction with the camera, so that the cameras forward direction
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# is the joysticks and the players forward direction
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var camera_direction: Vector3 = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
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# Move character to the direction
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if camera_direction.length() != 0:
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var target_angle: float = Vector3.BACK.signed_angle_to(camera_direction, Vector3.UP)
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$GobotSkin.rotation.y = lerp_angle(%GobotSkin.rotation.y, target_angle, ROTATION_SPEED * delta)
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var camera_rotation_angle: float = Vector3.FORWARD.signed_angle_to(camera_direction, Vector3.UP)
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$CameraRoot.rotation.y = lerp_angle(%CameraRoot.rotation.y, camera_rotation_angle, CAMERA_ROTATION_SPEED * delta)
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if camera_direction:
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velocity.x = camera_direction.x * SPEED
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velocity.z = camera_direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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if velocity.length() < 0.05:
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animated_mesh.idle()
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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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func on_before_load_game() -> void:
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get_parent().remove_child(self)
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queue_free()
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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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Enums.BattleState.STARTED:
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# Start with disabled UI
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UI.battle_ui.disable()
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UI.battle_ui.set_message("A wild %s appeared!" % enemy.data.name)
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await get_tree().create_timer(3.0).timeout
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battle_state = Enums.BattleState.PLAYER_TURN
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handle_battle()
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Enums.BattleState.PLAYER_TURN:
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UI.battle_ui.set_message("What will you do?")
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UI.battle_ui.enable()
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UI.battle_ui.update()
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Enums.BattleState.ENEMY_TURN:
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UI.battle_ui.disable()
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# If the enemy has no health left, we win
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if enemy.data.current_health <= 0:
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battle_state = Enums.BattleState.WIN
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handle_battle()
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return
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UI.battle_ui.set_message("What will the enemy do?")
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await get_tree().create_timer(2.0).timeout
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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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battle_state = Enums.BattleState.PLAYER_TURN
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handle_battle()
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Enums.BattleState.CATCH:
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SoundManager.play_background_music("Unexplored Fields")
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UI.battle_ui.disable()
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player_monster.queue_free()
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enemy.queue_free()
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UI.ingame_menu.update()
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UI.show_battle_ui(false)
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UI.show_ingame_controls(true)
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battle_state = Enums.BattleState.NOT_IN_BATTLE
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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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var gained_xp: int = player_monster.data.calculate_gained_xp(enemy.data)
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player_monster.data.add_xp(gained_xp)
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UI.battle_ui.set_message("%s gained %s XP!" % [player_monster.data.name, str(gained_xp)])
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print("You gained %s xp!" % str(gained_xp))
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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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player_monster.queue_free()
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enemy.queue_free()
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UI.ingame_menu.update()
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UI.show_battle_ui(false)
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UI.show_ingame_controls(true)
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battle_state = Enums.BattleState.NOT_IN_BATTLE
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Enums.BattleState.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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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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# Set the current enemy
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enemy = p_enemy
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# Get the loccal z axis of the camera to position the player
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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 * 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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# Create the player's monster
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player_monster = Monster.new()
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# Get the data from the party
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var monster_data : MonsterData = SaveManager.current_save.party[0]
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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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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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handle_battle()
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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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# 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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battle_state = Enums.BattleState.ENEMY_TURN
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handle_battle()
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func catch_enemy() -> void:
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UI.battle_ui.set_message("You tried to catch the enemy!")
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await get_tree().create_timer(1.0).timeout
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var p: float = enemy.data.calculate_catch_probability()
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var random: float = randi_range(0, 255)
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# Determine if the monster is catched or not
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if p > random:
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UI.battle_ui.set_message("You catched the enemy!")
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handle_catch()
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else:
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UI.battle_ui.set_message("The monster resisted the catch!")
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await get_tree().create_timer(1.0).timeout
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battle_state = Enums.BattleState.ENEMY_TURN
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handle_battle()
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func handle_catch() -> void:
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UI.battle_ui.set_message("Congratulations on catching %s!" % enemy.data.name)
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# TODO: If more than 6 monsters in team, add to box, else add to next slot in team
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if SaveManager.current_save.party.size() > 6:
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print("Send to box")
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await get_tree().create_timer(2.0).timeout
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