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")