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main.gd
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extends Node2D
const tile = preload("res://assets/tiles/tile.tscn")
const coin = preload("res://assets/items/coin.tscn")
const zombie = preload("res://assets/zombie/zombie.tscn")
const sword = preload("res://assets/swords/sword.tscn")
const spikes = preload("res://assets/spikes/spikes.tscn")
const life = preload("res://assets/misc/life.tscn")
const points = preload("res://assets/misc/points.tscn")
const menu = preload("res://main_menu.tscn")
var coins = 0
var coins_life = 0
var highscore = 0
var lifes = 0
var tile_z = -2
var active_zombies = false
var active_spikes = false
onready var W_SIZE = OS.get_window_size()
onready var places = [592,464,336,208]
onready var config = ConfigFile.new()
func _ready():
config.load("user://settings.cfg")
highscore = config.get_value("general","highscore",0)
randomize()
for i in range(1, 4):
add_life()
init_tiles()
func init_tiles():
var amount = 14
for i in range(amount):
var tile_new = tile.instance()
tile_new.set_pos(Vector2((i*126)+64,592+64))
tile_new.set_z(-1)
if i == amount-1:
tile_new.get_node("sprites").set_frame(2)
else:
tile_new.get_node("sprites").set_frame(1)
add_child(tile_new)
func create_random():
var amount = (randi() % 3)+5
var rand_y = randi() % places.size()
for i in range(amount):
var add_coin = randi() % 2
if add_coin == 0:
var coin_new = coin.instance()
coin_new.set_pos(Vector2(get_node("knight").get_pos().x+1100+i*128,places[rand_y]-64))
add_child(coin_new)
var tile_new = tile.instance()
tile_z -= 1
tile_new.set_z(tile_z)
tile_new.set_pos(Vector2(get_node("knight").get_pos().x+1100+i*128,places[rand_y]+64))
if i == 0:
tile_new.get_node("sprites").set_frame(0)
elif i == amount-1:
tile_new.get_node("sprites").set_frame(2)
if active_zombies:
var add_zombie = randi() % 2
if add_zombie == 0:
var zombie_new = zombie.instance()
zombie_new.set_pos(Vector2(get_node("knight").get_pos().x+1100+i*128,places[rand_y]-64))
add_child(zombie_new)
else:
if active_spikes:
var add_spikes = randi() % 10
if add_spikes == 0:
var spikes_new = spikes.instance()
spikes_new.set_pos(Vector2(get_node("knight").get_pos().x+1100+i*128,places[rand_y]-35))
add_child(spikes_new)
tile_new.get_node("sprites").set_frame(1)
add_child(tile_new)
func _on_restart_pressed():
get_node("gui/restart").set_disabled(true)
get_node("CanvasLayer/AnimationPlayer").connect("finished", get_tree(), "reload_current_scene")
get_node("CanvasLayer/AnimationPlayer").play("stop")
func _on_random_tile_timeout():
create_random()
func _on_random_enemy_timeout():
var amount = randi() % 4
for i in range(amount):
var sword_new = sword.instance()
sword_new.set_pos(Vector2(get_node("knight").get_pos().x+400+i*128,-64))
add_child(sword_new)
func remove_life():
lifes -= 1
update_lifes()
func add_life():
lifes += 1
update_lifes()
func update_lifes():
if lifes >= 0:
var childs = get_node("gui/lifes").get_children()
if lifes < childs.size():
var life_node = childs[lifes]
life_node.get_node("AnimationPlayer").play("loose")
life_node.get_node("AnimationPlayer").connect("finished", life_node, "queue_free")
elif lifes > childs.size():
var life_new = life.instance()
life_new.set_pos(Vector2(88+lifes*40,32))
get_node("gui/lifes").add_child(life_new)
else:
if coins > highscore:
config.set_value("general","highscore",coins)
config.save("user://settings.cfg")
get_node("knight").dead = true
get_node("restart").start()
func add_points(amount,pos):
var point_new = points.instance()
point_new.get_node("label").set_text("+"+str(amount))
point_new.set_pos(pos)
add_child(point_new)
coins += amount
coins_life += amount
if coins_life >= 100:
add_life()
coins_life -= 100
get_node("gui/coins").set_text(str(coins))
var r = 1 - (coins/400.0)
if (coins/400.0) > 1:
r = (coins/400.0) - 1
var g = 1 - (coins/200.0)
if (coins/200.0) > 1:
g = (coins/200.0) - 1
var b = 1 - (coins/100.0)
if (coins/100.0) > 1:
b = (coins/100.0) - 1
get_node("gui/coins").set("custom_colors/font_color", Color(r, g, b))
get_node("gui/coins/AnimationPlayer").play("point")
func _on_activate_zombies_timeout():
active_zombies = true
func _on_activate_swords_timeout():
get_node("random_sword").start()
func _on_activate_spikes_timeout():
active_spikes = true
func _on_restart_timeout():
get_tree().reload_current_scene()