monsterfangen/entities/player/player.gd

241 lines
7.5 KiB
GDScript

extends CharacterBody3D
@onready var animated_mesh: Node3D = %GobotSkin
@onready var camera: Camera3D = %Camera3D
## State
@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: float = 5.0
const JUMP_VELOCITY: float = 4.5
const ROTATION_SPEED: float = 12.0
func _ready() -> void:
# Set the global reference to the player
Utils.set_player(self)
# Connect the event from the joysticks click
# HACK: This should rather be connected from a global SignalManager or SignalBus
get_viewport().get_tree().get_root().find_child("JoystickPanel", true, false).connect("on_interact", interact)
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 != Enums.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 : 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 : 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 : 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:
var target_angle: float = Vector3.BACK.signed_angle_to(direction, Vector3.UP)
$GobotSkin.rotation.y = lerp_angle(%GobotSkin.rotation.y, target_angle, ROTATION_SPEED * delta)
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]) -> void:
var data : SavedData = SavedData.new()
data.position = global_position
data.rotation = rotation
data.scene_path = scene_file_path
saved_data.append(data)
func on_before_load_game() -> void:
get_parent().remove_child(self)
queue_free()
func on_load_game(saved_data: SavedData) -> void:
global_position = saved_data.position
rotation = saved_data.rotation
# Update the global reference to the player
Utils.set_player(self)
func interact() -> void:
print("interact")
func handle_battle() -> void:
match battle_state:
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 = Enums.BattleState.PLAYER_TURN
handle_battle()
Enums.BattleState.PLAYER_TURN:
UI.battle_ui.set_message("What will you do?")
UI.battle_ui.enable()
UI.battle_ui.update()
Enums.BattleState.ENEMY_TURN:
UI.battle_ui.disable()
# If the enemy has no health left, we win
if enemy.data.current_health <= 0:
battle_state = Enums.BattleState.WIN
handle_battle()
return
UI.battle_ui.set_message("What will the enemy do?")
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))
SoundManager.play_sound_effect("Hit")
await get_tree().create_timer(1.0).timeout
UI.battle_ui.update()
battle_state = Enums.BattleState.PLAYER_TURN
handle_battle()
Enums.BattleState.CATCH:
print("TODO: Catch")
await get_tree().create_timer(3.0).timeout
Enums.BattleState.WIN:
SoundManager.play_sound_effect("Battle Win")
SoundManager.play_background_music("Unexplored Fields")
UI.battle_ui.disable()
UI.battle_ui.set_message("You won!")
await get_tree().create_timer(2.0).timeout
var gained_xp: int = player_monster.data.calculate_gained_xp(enemy.data)
player_monster.data.add_xp(gained_xp)
UI.battle_ui.set_message("%s gained %s XP!" % [player_monster.data.name, str(gained_xp)])
print("You gained %s xp!" % str(gained_xp))
await get_tree().create_timer(2.0).timeout
# End the battle and reset some states
# TODO: Maybe add a cooldown of 1.5s after the battle ended
player_monster.queue_free()
enemy.queue_free()
UI.ingame_menu.update()
UI.show_battle_ui(false)
UI.show_ingame_controls(true)
battle_state = Enums.BattleState.NOT_IN_BATTLE
Enums.BattleState.LOSE:
SoundManager.play_sound_effect("Lost Battle")
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
if battle_state != Enums.BattleState.NOT_IN_BATTLE:
return
# TODO: Add a "surprise!" sound effect and an emoji to the players head
SoundManager.play_background_music("Unexpected Fight")
# 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: Vector3 = camera.global_transform.basis.z
# Get the new player and monster positions
var new_player_position: Vector3 = camera.global_transform.origin + local_z * 4
var monster_position: Vector3 = camera.global_transform.origin + local_z * 2
# Set the players new position
position = Vector3(new_player_position.x, position.y, new_player_position.z)
# and set the camera to the middle of the two involved monsters
#var new_camera_root_position: Vector3 = (p_enemy.global_position - monster_position) / 2.0 + monster_position
#%CameraRoot.global_position = Vector3(new_camera_root_position.x, %CameraRoot.global_position.y, new_camera_root_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
self.add_child(player_monster)
player_monster.global_position = Vector3(monster_position.x, position.y + 1, monster_position.z)
player_monster.look_at(enemy.position, Vector3.UP, true)
# Get into the battle and switch between the states
battle_state = Enums.BattleState.STARTED
handle_battle()
func attack_enemy() -> void:
UI.battle_ui.disable()
UI.battle_ui.set_message("You attacked the enemy!")
SoundManager.play_sound_effect("Hit")
await get_tree().create_timer(1.0).timeout
# FIXME: this must be changed to player_monster.attack_enemy(enemy) for correct values
enemy.take_damage(10)
UI.battle_ui.update()
await get_tree().create_timer(1.0).timeout
battle_state = Enums.BattleState.ENEMY_TURN
handle_battle()