monsterfangen/entities/player/player.gd

192 lines
5.7 KiB
GDScript

extends CharacterBody3D
@onready var animated_mesh: Node3D = %GobotSkin
@onready var camera: Camera3D = %Camera3D
## State
@export var battle_state := Global.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
func _ready() -> void:
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:
return
animated_mesh.idle()
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
animated_mesh.fall()
# Handle jump.
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")
$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")
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()
# 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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
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()
data.position = global_position
data.scene_path = scene_file_path
saved_data.append(data)
func on_before_load_game():
get_parent().remove_child(self)
queue_free()
func on_load_game(saved_data: SavedData):
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()
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
handle_battle()
Global.BattleState.PLAYER_TURN:
UI.battle_ui.set_message("What will you do?")
# todo: enable battle_ui again
# UI.battle_ui.enable()
UI.battle_ui.update()
Global.BattleState.ENEMY_TURN:
# If the enemy has no health left, we win
if enemy.data.current_health <= 0:
print("win")
battle_state = Global.BattleState.WIN
handle_battle()
return
UI.battle_ui.set_message("What will the enemy do?")
await get_tree().create_timer(3.0).timeout
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
handle_battle()
Global.BattleState.CATCH:
print("Catch")
await get_tree().create_timer(3.0).timeout
Global.BattleState.WIN:
UI.battle_ui.set_message("You won!")
await get_tree().create_timer(3.0).timeout
battle_state = Global.BattleState.NOT_IN_BATTLE
UI.ingame_menu.update()
UI.show_battle_ui(false)
UI.show_ingame_controls(true)
Global.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:
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
# 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
# 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
handle_battle()
func attack_enemy():
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)
UI.battle_ui.update()
await get_tree().create_timer(1.0).timeout
battle_state = Global.BattleState.ENEMY_TURN
handle_battle()