Extensive work on animations and partially functional level keys, new UI gears but needs rounding error correction. Particle preloader added.

This commit is contained in:
2026-04-07 06:43:12 -04:00
parent 86f655ff07
commit 39401ff04f
128 changed files with 42916 additions and 120860 deletions

View File

@@ -19,6 +19,7 @@ var pawns : Dictionary = {
const blinder_template = preload("res://templates/blinder.tscn")
const one_shot_template = preload("res://templates/one_shot.tscn")
const level_loading_template = preload("res://scenes/vrep_loading.tscn")
const story_level = preload("res://scenes/manufactory.tscn")
const vs_com_level = preload("res://scenes/test_level.tscn")
@@ -29,6 +30,7 @@ var cmd_args : Dictionary = {}
var player : PawnController
var hud : HUD
var level : Level
var level_loading
var mode : Modes = Modes.STORY
var multiplayer_game : bool = false
var num_players : int = 1
@@ -64,6 +66,10 @@ func setup_player(pc : PawnController) -> void:
func is_multiplayer() -> bool:
return multiplayer_game
@rpc("call_local", "any_peer", "reliable")
func show_level_loading() -> void:
level_loading = level_loading_template.instantiate()
add_child(level_loading)
func start_level(pawn_dict : Dictionary[int, StringName]) -> void:
pawns_selected = pawn_dict
@@ -73,31 +79,41 @@ func start_level(pawn_dict : Dictionary[int, StringName]) -> void:
for i in Multiplayer.players.values():
level_synced[i] = false
level_synced[1] = true
show_level_loading.rpc()
match(mode):
Modes.STORY:
switch_scene(story_level, false)
Modes.VS_COM:
switch_scene(vs_com_level, false)
Modes.VS_MAN:
switch_scene(vs_man_level)
switch_scene(vs_man_level, true)
func switch_scene(packed_scene : PackedScene, spawn : bool = true) -> void:
func switch_scene(packed_scene : PackedScene, spawn : bool = true, is_level : bool = true) -> void:
var blinder = blinder_template.instantiate() as TextureRect
var tween = create_tween()
blinder.self_modulate.a = 0
add_child(blinder)
tween.tween_property(blinder, "self_modulate:a", 1, .15)
await tween.tween_property(blinder, "self_modulate:a", 1, .15).finished
tween = create_tween()
if spawn:
var spawner = get_tree().get_first_node_in_group("level_spawner") as MultiplayerSpawner
tween.tween_callback(spawner.add_child.bind(packed_scene.instantiate(), true))
tween.tween_callback(spawner.add_child.bind(packed_scene.instantiate(), true)).finished
var current_scene = get_tree().get_first_node_in_group("scenes")
if current_scene:
tween.tween_callback(current_scene.queue_free)
current_scene.process_mode=Node.PROCESS_MODE_DISABLED
else:
tween.tween_callback(get_tree().change_scene_to_packed.bind(packed_scene))
tween.tween_property(blinder, "self_modulate:a", 0, .15)
tween.tween_callback(blinder.queue_free)
tween.tween_callback(get_tree().change_scene_to_packed.bind(packed_scene)).finished
if is_level:
await tween.tween_interval(0.1).finished
tween = create_tween()
level.level_started.connect(level_loading.queue_free)
tween.tween_property(blinder, "self_modulate:a", 0, .15)
tween.tween_callback(blinder.queue_free)
else:
tween.tween_property(blinder, "self_modulate:a", 0, .15)
tween.tween_callback(blinder.queue_free)
@rpc("call_local", "any_peer", "reliable")
func start_pawn_select(mplayer : bool) -> void:
@@ -139,8 +155,6 @@ func check_level_ready() -> void:
for id in level_synced:
if level_synced[id] == false:
level_ready = false
if level_ready:
level.setup()
func oneshot(stream : AudioStream) -> void:
var shot = one_shot_template.instantiate()
@@ -149,3 +163,6 @@ func oneshot(stream : AudioStream) -> void:
level.add_child(shot)
else:
add_child(shot)
func go_to_title_screen() -> void:
get_tree().change_scene_to_file("res://scenes/title_screen.tscn")

View File

@@ -87,6 +87,7 @@ func _process(delta : float) -> void:
pawns_selected[selector.player_id] = portraits[selector.selection].pawn.name
if locked:
Game.start_level(pawns_selected)
process_mode = Node.PROCESS_MODE_DISABLED
if selectors[Multiplayer.id].selected != false:
return

View File

@@ -1,8 +1,8 @@
class_name Pickup extends Area3D
class_name Collectable extends Area3D
enum Type{
DATABLOCK,
DATAKEY,
INTEGRITY,
SCAN,
BASIC_HACK,
@@ -13,5 +13,5 @@ enum Type{
func _on_body_entered(body: Node3D) -> void:
if body is PawnController:
body.pickup(type)
body.collect(type)
queue_free()

View File

@@ -0,0 +1,18 @@
extends CSGCylinder3D
var time_remaining : float
var collectable : Collectable
func generate_collectable() -> void:
pass
func _process(delta: float) -> void:
if time_remaining > 0:
time_remaining -= delta
if time_remaining <= 0 and collectable == null:
generate_collectable()
time_remaining = Game.level.collectable_drop_time
func _on_collectable_collected() -> void:
collectable = null

View File

@@ -0,0 +1 @@
uid://cpemfkebfflnv

View File

@@ -1 +1,11 @@
class_name CombatTarget extends StaticBody3D
func can_hurt() -> bool:
return true
func can_poison() -> bool:
return false
func hurt(amt : int) -> void:
pass

View File

@@ -10,20 +10,20 @@ const action_value : Dictionary[String, int] = {
const icon_textures : Array = [
{
"normal" : preload("res://visuals/images/icons/button-detonate.png"),
"pressed" : preload("res://visuals/images/icons/button-detonate-hit.png")
"normal" : preload("res://visuals/images/icons/detect button.png"),
"pressed" : preload("res://visuals/images/icons/lit detect button.png")
},
{
"normal" : preload("res://visuals/images/icons/button-hack.png"),
"pressed" : preload("res://visuals/images/icons/button-hack-hit.png")
"normal" : preload("res://visuals/images/icons/install button.png"),
"pressed" : preload("res://visuals/images/icons/lit install button.png")
},
{
"normal" : preload("res://visuals/images/icons/button-detect.png"),
"pressed" : preload("res://visuals/images/icons/button-detect-hit.png")
"normal" : preload("res://visuals/images/icons/switch button.png"),
"pressed" : preload("res://visuals/images/icons/lit switch button.png")
},
{
"normal" : preload("res://visuals/images/icons/button-attack.png"),
"pressed" : preload("res://visuals/images/icons/button-attack-hit.png")
"normal" : preload("res://visuals/images/icons/melee attack button.png"),
"pressed" : preload("res://visuals/images/icons/lit melee attack button.png")
},
]

View File

@@ -24,4 +24,5 @@ func setup(h_owner, dam) -> void:
func _on_body_entered(body: Node3D) -> void:
if body.can_hurt():
body.hurt(damage)
body.poison(damage, 2.0)
if body.can_poison():
body.poison(damage, 2.0)

View File

@@ -5,6 +5,7 @@ class_name HUD extends Control
@onready var p2_healthbar : HealthBar = %P2HealthBar
@onready var control_display : ControlDisplay = %ControlDisplay
@onready var ammo_label : Label = %AmmoLabel
#@onready var keys_display : LevelKeysDisplay = %LevelKeysDisplay
func _ready() -> void:
Game.hud = self
@@ -28,3 +29,6 @@ func set_ammo(ammo : int) -> void:
func _on_ammo_changed(current : int, _max_amt : int) -> void:
set_ammo(current)
func _on_keys_changed() -> void:
#keys_display.update()
pass

View File

@@ -12,6 +12,7 @@ const map_marker_templates : Dictionary[String, PackedScene] = {
const pawn_controller = preload("res://templates/pawn_controller.tscn")
const hack_template = preload("res://templates/hack.tscn")
const camera_template = preload("res://templates/pawn_camera.tscn")
const particle_preloader_template = preload("res://templates/particle_preloader.tscn")
const camera_offset = Vector3(0, 10, 5.25)
@@ -27,15 +28,25 @@ const camera_offset = Vector3(0, 10, 5.25)
@onready var multiplayer_level_setup : MultiplayerLevelSetup = %MultiplayerLevelSetup
@export var difficulty : int = 1
var keys : Array[int] = []
@export var max_keys = 7
var hacks : Dictionary[Vector3i, Hack] = {}
var pawns : Dictionary[int, PawnController] = {}
var cameras : Dictionary[int, PawnCamera] = {}
var map_markers : Dictionary[Object, MapMarker] = {}
signal level_started()
signal keys_changed()
func _ready() -> void:
var preloader = particle_preloader_template.instantiate()
add_child(preloader)
process_mode=Node.PROCESS_MODE_DISABLED
Game.level = self
if max_keys > 0 and Game.hud:
keys_changed.connect(Game.hud._on_keys_changed)
keys_changed.emit()
if Game.mode == Game.Modes.STORY:
setup()
#add_level_hack.call_deferred(Hack.Type.PURGE, Vector3.ZERO, Vector3i(-2,2,0))
@@ -66,7 +77,7 @@ func spawn_players_singleplayer() -> void:
pc.setup(1, Game.pawns_selected[1])
add_pawn_camera(pc)
cameras[1].register_pawn(1)
process_mode=Node.PROCESS_MODE_INHERIT
start_level()
func spawn_players_multiplayer() -> void:
var count = 0
@@ -107,7 +118,10 @@ func spawn_players_multiplayer() -> void:
@rpc("authority", "call_local")
func start_level() -> void:
await get_tree().create_timer(3.0).timeout
Game.hud.visible = true
process_mode=Node.PROCESS_MODE_INHERIT
level_started.emit()
func is_square_detected(crd) -> bool:
@@ -222,3 +236,62 @@ func add_level_hack(type : Hack.Type, facing : Vector3, crd : Vector3i) -> void:
var hack = hack_template.instantiate()
hack.setup(type, facing, -1)
add_hack(hack, crd)
func show_win_screen() -> void:
#TODO: INITIATE WIN SCREEN
pass
func show_lose_screen() -> void:
#TODO: INITIATE LOSE SCREEN
pass
@rpc("authority", "call_local")
func end_level(winner_id : int) -> void:
if Multiplayer.id == winner_id:
show_win_screen()
else:
show_lose_screen()
var win_tween := create_tween()
win_tween.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
win_tween.tween_property(get_tree(), "paused", true, 0)
win_tween.tween_interval(5)
win_tween.tween_property(get_tree(), "paused", false, 0)
#TODO: MOVE TO THE REMATCH SCREEN
func check_survival_win() -> void:
var dead = 0
var last_living = -1
for pc : PawnController in pawns.values():
if pc.is_dead():
dead += 1
else:
last_living = pc.id
if dead == len(pawns) - 1:
end_level.rpc(last_living)
func check_data_win() -> void:
var pcounts : Dictionary = {}
for id in pawns.keys():
pcounts[id] = 0
var highest = 0
var high_id = -1
for key in keys:
pcounts[key] += 1
if pcounts[key] > highest:
highest = pcounts[key]
high_id = key
if highest >= ceil(max_keys / 2.0):
end_level.rpc(high_id)
@rpc("any_peer", "call_local")
func award_data_key(player_id : int) -> void:
if len(keys) >= max_keys:
return
keys.append(player_id)
keys_changed.emit()
if Multiplayer.is_host():
check_data_win()

View File

@@ -0,0 +1,19 @@
extends Control
var keys_slots : Array = []
func _ready() -> void:
for slot : LevelKeysSlot in $KeyIcons.get_children():
slot.reset()
keys_slots.append(slot)
func update() -> void:
if Game.level == null:
return
#keys = Game.level.keys
#for i in range(len(keys_slots)):
#if i < len(keys):
#keys_slots[i].set(keys[i])
#else:
#keys_slots[i].visible = false
pass

View File

@@ -0,0 +1 @@
uid://3imn5hdj8u25

View File

@@ -0,0 +1,7 @@
class_name LevelKeysSlot extends TextureRect
func reset() -> void:
#TODO: Make this reset their appearance and visibility
visible = false
pass

View File

@@ -0,0 +1 @@
uid://b271comgnsm7k

View File

@@ -1,23 +1 @@
extends MultiplayerSpawner
func _ready() -> void:
print(Multiplayer.get_local_ip())
if Game.net_test:
await get_tree().create_timer(0.25).timeout
Multiplayer.join_game("123")
else:
Multiplayer.handle = "456"
Multiplayer.become_host()
await get_tree().create_timer(2).timeout
var pids = Multiplayer.players.values()
if Multiplayer.is_host():
var ps : Dictionary[int, PawnBaseData] = {
pids[0] : load("res://data/pawns/van_reily.tres"),
pids[1] : load("res://data/pawns/lou_riche.tres")
}
Game.start_level(ps)
func _on_level_spawned(_node: Node) -> void:
Game.level_spawned.rpc_id(1, Multiplayer.id)

View File

@@ -0,0 +1,11 @@
extends Node3D
signal finished()
func _ready() -> void:
for child in get_children():
child.restart()
await get_tree().create_timer(.1).timeout
finished.emit()
queue_free()

View File

@@ -0,0 +1 @@
uid://wgdonh5sgkbj

View File

@@ -52,9 +52,9 @@ var poison_strength : int = 0
var poison_time_remaining : float = 0
var poison_pulse_timer : float
var melee_range : float = 3.0
var melee_range : float = 1.25
var can_melee : bool = false
var ranged_range : float = 6
var ranged_range : float = 7
var attack_timer : float = 0
var melee_recovery_time : float = .75
var ranged_recovery_time : float = 0.25
@@ -348,14 +348,16 @@ func check_attack_target() -> void:
var ranged_sq = ranged_range * ranged_range
var melee_sq = melee_range * melee_range
var space_state = get_world_3d().direct_space_state
var list = get_tree().get_nodes_in_group("combat")
combat_target = null
# use global coordinates, not local to node
for target : Node3D in get_tree().get_nodes_in_group("combat"):
if target == self:
continue
#Check to see if they're within the correct direction
var angle = abs(facing.angle_to(target.global_position - global_position))
var xz_diff = (target.global_position - global_position).normalized()
xz_diff.y = 0
var angle = abs(facing.angle_to(xz_diff))
if angle > PI / 4.0:
continue
#Determine if they're within shot range
@@ -364,8 +366,8 @@ func check_attack_target() -> void:
continue
#Raycast to see if they're a valid target
var start = global_position + Vector3(0,1,0)
var end = target.global_position + Vector3(0,1,0)
var start = global_position + Vector3(0,.5,0)
var end = target.global_position + Vector3(0,.5,0)
var query = PhysicsRayQueryParameters3D.create(start, end, 1|2, [self])
var result = space_state.intersect_ray(query)
if !result or (result.collider is not PawnController and result.collider is not CombatTarget):
@@ -384,6 +386,8 @@ func check_attack_target() -> void:
can_melee = false
if ranged_closest != null:
combat_target = ranged_closest
else:
combat_target = null
combat_target_changed.emit(melee_closest != null)
func try_install_hack() -> void:
@@ -629,6 +633,9 @@ func detonate() -> void:
for hack : Hack in switch_list:
hack.activate()
func can_poison() -> bool:
return true
func is_poisoned() -> bool:
return poison_time_remaining > 0
@@ -699,7 +706,8 @@ func _on_melee_hit(_body : Node3D) -> void:
#TODO: WRITE THE MELEE DAMAGE CODE
pass
func is_flung() -> bool:
return state == State.FLUNG
func is_attacking() -> bool:
return state == State.RANGED_ATTACKING or state == State.MELEE_ATTACKING
@@ -742,30 +750,34 @@ func add_hack(type : Hack.Type) -> void:
hack_list_changed.emit(data.hacks, data.active_hack)
func add_random_hack(advanced : bool) -> void:
#Get their current hack list
var choices : Dictionary = {
Hack.Type.DESTROY: true,
Hack.Type.PURGE: true,
Hack.Type.INFECT: true,
Hack.Type.REDIRECT: true,
Hack.Type.TRIGGER: true,
Hack.Type.CONTAIN: true
}
for hd : PawnLevelData.HackData in data.hacks:
if hd.max_quantity == 9:
choices.erase(hd.type)
var choice = choices.keys().pick_random()
add_hack.rpc(choice)
if !advanced:
#Get their current hack list
var choices : Dictionary = {
Hack.Type.DESTROY: true,
Hack.Type.PURGE: true,
Hack.Type.INFECT: true,
Hack.Type.REDIRECT: true,
Hack.Type.TRIGGER: true,
Hack.Type.CONTAIN: true
}
for hd : PawnLevelData.HackData in data.hacks:
if hd.max_quantity == 9:
choices.erase(hd.type)
var choice = choices.keys().pick_random()
add_hack.rpc(choice)
#Create a list of possible hacks, omitting any that they have the max in already
#Randomly pick one
#RPC Add hack to them
#TODO: Add random hack spawning using RPCs
pass
func collect_data_key() -> void:
Game.level.award_data_key.rpc(id)
func pickup(type : Pickup.Type) -> void:
func collect(type : Collectable.Type) -> void:
if id != Multiplayer.id:
return
match(type):
Pickup.Type.DATABLOCK: print("Datablock picked up!")
Pickup.Type.BASIC_HACK: add_random_hack(false)
Collectable.Type.DATAKEY: collect_data_key()
Collectable.Type.BASIC_HACK: add_random_hack(false)

View File

@@ -74,7 +74,7 @@ func _process(_delta: float) -> void:
switch_menu(wrapi(menu_choice + menu_dir, 0, len(menu_list)))
if Input.is_action_just_pressed("ui_accept"):
Game.mode = menu_list[menu_choice].mode
Game.switch_scene(menu_list[menu_choice].scene, false)
Game.switch_scene(menu_list[menu_choice].scene, false, false)
func switch_menu(new_choice : int) -> void:

14
scripts/ui_gear.gd Normal file
View File

@@ -0,0 +1,14 @@
extends Sprite2D
@export var gradient : Gradient
@export var teeth : int = 1
@export var time_per_tooth : float = 5.0
@export var clockwise : bool
var step : float
func _ready() -> void:
step = 2.0 * PI / (teeth * time_per_tooth)
modulate = gradient.sample(randf())
func _process(delta: float) -> void:
var angle = step * delta
rotate(angle if clockwise else -angle)

1
scripts/ui_gear.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://dprv45o1blwe8