192 lines
5.7 KiB
GDScript
192 lines
5.7 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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## State
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@export var battle_state := Global.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 = 5.0
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const JUMP_VELOCITY = 4.5
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func _ready() -> void:
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Utils.set_player(self)
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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 != Global.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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# Camera rotation
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var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
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$CameraRoot.rotation.y += camera_input_dir.x
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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 := 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 := (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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direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
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# Move character to the direction
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if direction.length() != 0:
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$GobotSkin.rotation.y = atan2(direction.x,direction.z)
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = 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]):
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var data = SavedData.new()
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data.position = global_position
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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():
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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):
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global_position = saved_data.position
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# Update the global reference to the player
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Utils.set_player(self)
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func handle_battle() -> void:
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match battle_state:
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Global.BattleState.STARTED:
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# disable battle_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 = Global.BattleState.PLAYER_TURN
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handle_battle()
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Global.BattleState.PLAYER_TURN:
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UI.battle_ui.set_message("What will you do?")
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# todo: enable battle_ui again
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# UI.battle_ui.enable()
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UI.battle_ui.update()
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Global.BattleState.ENEMY_TURN:
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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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print("win")
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battle_state = Global.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(3.0).timeout
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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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await get_tree().create_timer(1.0).timeout
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UI.battle_ui.update()
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battle_state = Global.BattleState.PLAYER_TURN
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handle_battle()
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Global.BattleState.CATCH:
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print("Catch")
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await get_tree().create_timer(3.0).timeout
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Global.BattleState.WIN:
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UI.battle_ui.set_message("You won!")
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await get_tree().create_timer(3.0).timeout
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battle_state = Global.BattleState.NOT_IN_BATTLE
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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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Global.BattleState.LOSE:
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print("LOSE")
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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 != Global.BattleState.NOT_IN_BATTLE:
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return
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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 = camera.global_transform.basis.z
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# Get the new player and monster positions
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var new_player_position = camera.global_transform.origin + local_z * 3
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var monster_position = camera.global_transform.origin + local_z * 3
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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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# 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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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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# Get into the battle and switch between the states
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battle_state = Global.BattleState.STARTED
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handle_battle()
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func attack_enemy():
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UI.battle_ui.set_message("You attacked the enemy!")
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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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enemy.take_damage(7)
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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 = Global.BattleState.ENEMY_TURN
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handle_battle()
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