1
0
This repository has been archived on 2026-07-26. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
countdown-mayhem/rootnode.gd
T
2026-07-26 18:54:03 +02:00

251 lines
7.3 KiB
GDScript

extends Node2D
@onready var spawntimer = $spawntimer
@onready var player = $Player
@onready var healthBar = $hud/healthbar
@onready var healthWhite = $hud/healthwhite
@onready var healthBg = $hud/healthbg
@onready var healthLabel = $hud/healthlabel
@onready var slowdown = $hud/slowdown
@onready var upgradesHUD = $hud/upgrades
@onready var goldupgradesHUD = $hud/goldupgrades
@onready var ff = $hud/ff
@onready var beep = $hud/beep
@onready var beep2 = $hud/beep2
@onready var waveBg = $hud/wavebg
@onready var waveBar = $hud/wavebar
@onready var waveLabel = $hud/wavetimerlabel
@onready var waveCountLabel = $hud/wavelabel
@onready var tilemap = $navigation/TileMapLayer
#func _ready() -> void:
#
@onready var shooter = preload("res://assets/scenes/shooter.tscn")
@onready var bomber = preload("res://assets/scenes/walkingBomb.tscn")
@onready var upgradeUI = preload("res://assets/scenes/upgradeUI.tscn")
var healthLast = 0
var baked := false
var rooms = []
var ticks := 0
var tickToDel := 0
var currentWave := 1
var waveTimer := 15.0
var untilNewWave := 15.0
var upgradeUnlocksPerTick = {0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: []}
# up, down, left, right
#var roomRules := [
#[
#[0, 1, 2, 3, 4, 5, 6, 7, 10], [], [1, 2, 3, 5, 6, 7], [1, 2, 3, 4, 5, 6]
#],
#[
#
#],
#[
#
#],
#[
#
#]
#]
@onready var patterns: Array[TileMapPattern] = []
func wfc():
pass
func appendUpgrade(upgradeID : String):
if randi_range(1,10) == 1:
# gold upgrade
var upgradeIDE = Globals.availableGoldUpgrade.pick_random()
Globals.unlockedUpgrades[upgradeIDE] = Globals.unlockedUpgrades.get(upgradeIDE, 0) + 1
var instantiated = upgradeUI.instantiate()
instantiated.get_node("texture").texture = load(str("res://assets/images/upgrades/", upgradeIDE, ".png"))
#instantiated.timer = Globals.UPGRADE_TIMERSTART
instantiated.goldUpgrade = true
instantiated.upgradeID = upgradeIDE
#instantiated.get_node("animations").play("init")
goldupgradesHUD.add_child(instantiated)
$newupgrade/title.text = "[GOLD] " + upgradeIDE.capitalize().to_lower()
$newupgrade/icon.texture = load(str("res://assets/images/upgrades/", upgradeID, ".png"))
if Globals.goldUpgradeDescriptionOverrides.get(upgradeIDE, "") == "":
$newupgrade/text.text = Globals.upgradeDescriptions[upgradeIDE]
else:
$newupgrade/text.text = Globals.goldUpgradeDescriptionOverrides[upgradeIDE]
$newupgrade/animations.stop()
$newupgrade/animations.play("newUpgrade")
return
#print(upgradeID)
Globals.unlockedUpgrades[upgradeID] = Globals.unlockedUpgrades.get(upgradeID, 0) + 1
#upgradeUnlocksPerTick[ticks].append(upgradeID)
#TextureRect.new().texture.resource_path
var modified := false
for icon in upgradesHUD.get_children():
if icon.upgradeID == upgradeID:
icon.amount += 1
modified = true
break
if not modified:
var instantiated = upgradeUI.instantiate()
instantiated.get_node("texture").texture = load(str("res://assets/images/upgrades/", upgradeID, ".png"))
instantiated.timer = Globals.UPGRADE_TIMERSTART
instantiated.upgradeID = upgradeID
#instantiated.get_node("animations").play("init")
upgradesHUD.add_child(instantiated)
$newupgrade/title.text = upgradeID.capitalize().to_lower()
$newupgrade/icon.texture = load(str("res://assets/images/upgrades/", upgradeID, ".png"))
$newupgrade/text.text = Globals.upgradeDescriptions[upgradeID]
$newupgrade/animations.stop()
$newupgrade/animations.play("newUpgrade")
func _ready():
#appendUpgrade("stopwatch")
#appendUpgrade("shotgun")
for i in range(11):
patterns.append(tilemap.tile_set.get_pattern(i))
for y in range(-10,10):
for x in range(-10,10):
if randi_range(1, 100) < 50:
tilemap.set_pattern(Vector2i(x * 5, y * 5), patterns[randi_range(0, 7)])
else:
tilemap.set_pattern(Vector2i(x * 5, y * 5), patterns[8])
#tilemap.set_pattern(Vector2i(-12, -12), patterns[9])
#tilemap.set_pattern(Vector2i(4, -12), patterns[9])
#tilemap.set_pattern(Vector2i(-12, 4), patterns[9])
#tilemap.set_pattern(Vector2i(4, 4), patterns[9])
$navigation.bake_navigation_polygon()
var timer := 0.0
func _process(delta: float) -> void:
waveTimer -= delta
if player.health <= 0:
Engine.time_scale = 1
$hud/deathrect.modulate.a += (1 - $hud/deathrect.modulate.a) * delta
if Input.is_action_just_pressed("shoot"):
get_tree().change_scene_to_file("res://assets/scenes/mainMenu.tscn")
return
#appendUpgrade("shotgun")
if not baked:
timer += delta
$bakewait/Label.text = "baking collisions"
for i in range(int(timer)):
$bakewait/Label.text += "."
if timer >= 4: timer = 0
return
$bg.global_position = player.global_position - $bg.size / 2
timer += delta / player.speedScale
if player.transitioning:
beep.pitch_scale = 1
elif player.health < 15:
beep.pitch_scale = 1 + 2 - (player.health / 15) * 2
else:
beep.pitch_scale = 1
if player.newHealth == -1 and not player.transitioning:
player.health -= delta * player.speedScale * player.damageScale
if healthLast != int(player.health):
beep.play()
$hud/AnimationPlayer.play("secondBig")
healthBar.size.x += (healthBg.size.x * (int(player.health) / 30.0) - healthBar.size.x) * 2 * delta
waveBar.size.x += (waveBg.size.x * (int(waveTimer) / untilNewWave) - waveBar.size.x) * 3 * delta
#healthWhite.size.x = healthBg.size.x * (int(player.health + 1) / 30.0)
healthBar.color.r = 1 - (int(player.health) / 30.0)
healthBar.color.g = (int(player.health) / 30.0)
healthLabel.text = str(int(player.health), "s")
waveLabel.text = str(int(waveTimer), "s")
beep2.global_position = player.global_position
if waveTimer < 0:
untilNewWave *= 1.2
waveTimer = untilNewWave
currentWave += 1
spawntimer.wait_time *= 0.9
appendUpgrade(Globals.availableUpgrades.pick_random())
waveCountLabel.text = str("wave ", currentWave)
beep2.play()
healthLast = int(player.health)
slowdown.material.set_shader_parameter('saturation', player.grayscaleVal)
#a
func _on_navigation_bake_finished() -> void:
$bakewait.queue_free()
baked = true
timer = 0
func _on_spawntimer_timeout() -> void:
var newEnemy = shooter.instantiate()
newEnemy.health = 80 * pow(currentWave, 0.7)
newEnemy.maxHealth = 80 * pow(currentWave, 0.7)
newEnemy.wave = currentWave
newEnemy.global_position = player.global_position + Vector2(randi_range(-500, 500), randi_range(-100, 100))
get_node("enemies").add_child(newEnemy)
if currentWave >= 3 and randi_range(1, 5) == 1:
var thebomba = bomber.instantiate()
thebomba.health = 200 * pow(currentWave, 0.7)
thebomba.maxHealth = 200 * pow(currentWave, 0.7)
thebomba.wave = currentWave
thebomba.global_position = player.global_position + Vector2(randi_range(-500, 500), randi_range(-100, 100))
get_node("enemies").add_child(thebomba)
func _on_player_transition_start(seconds: Variant) -> void:
for enemy in get_node("enemies").get_children():
enemy.moveback(max(seconds, enemy.ticks / 20))
print("moveback1")
#print(upgradeUnlocksPerTick, "\n", max(ticks - int(seconds) - 1,tickToDel))
#for upgrade in upgradeUnlocksPerTick[max(ticks - int(seconds) - 1,tickToDel)]:
#appendUpgrade(upgrade)
func _on_upgradetick_timeout() -> void:
ticks += 1
if upgradeUnlocksPerTick.get(ticks, [67]) == [67]: upgradeUnlocksPerTick[ticks] = []
if ticks > 60:
upgradeUnlocksPerTick.erase(tickToDel)
tickToDel += 1