Blud_Mage/Scenes/Player/player.gd
2023-10-11 12:17:01 -04:00

142 lines
4.1 KiB
GDScript

class_name Player
extends Node2D
const BASE_Blud_GEN = 10
const STARTING_Blud_AMOUNT = 100
var currentBludAmount : float = 0
var totalBludGenerated : float = 0
var currentBludGen : float = 0
var currentSpawnableScene : PackedScene = null
var currentRefInstance : TemplateSpawnable = null
var currentCost : float = 0
var currentStateIcon : Texture2D = null
var allSpawnedMonsters : Dictionary = {}
var currentSpawnedMonsters : Array = []
var maxBludGen : float = 0
@onready var menuZone : Control = $Camera2D/CanvasLayer/PlayerUI/MenuZone
@onready var playerUI : Control = $Camera2D/CanvasLayer/PlayerUI
@onready var enemy : Fabio = $"../Enemy"
@onready var playableArea : Area2D = $"../PlayableArea"
@onready var cursorState : Node2D = $CursorState
var isInPlayableArea : bool = false
func _ready():
currentBludAmount = STARTING_Blud_AMOUNT
currentBludGen = BASE_Blud_GEN
enemy.exp_gained.connect(playerUI.set_xp)
enemy.hp_changed.connect(playerUI.set_hp)
playerUI.set_blud(currentBludGen, currentBludAmount)
playableArea.mouse_entered.connect(entered_playable_area)
playableArea.mouse_exited.connect(exited_playable_area)
func _process(delta):
handle_menu_inputs()
handle_spawn()
handle_cursor_state()
currentBludAmount += currentBludGen * delta
totalBludGenerated += currentBludGen * delta
playerUI.set_blud_total(currentBludAmount)
func set_time(text : String):
playerUI.set_time(text)
func add_monster(monster : TemplateSpawnable):
currentSpawnedMonsters.append(monster)
currentBludGen += monster.BludGen
if currentBludGen > maxBludGen:
maxBludGen = currentBludGen
playerUI.set_blud_gen(currentBludGen)
if !allSpawnedMonsters.has(monster.monsterName):
allSpawnedMonsters[monster.monsterName] = 0
allSpawnedMonsters[monster.monsterName] += 1
playerUI.set_army_count(currentSpawnedMonsters.size())
func remove_monster(monster : TemplateSpawnable):
currentSpawnedMonsters.erase(monster)
currentBludGen -= monster.BludGen
playerUI.set_blud_gen(currentBludGen)
playerUI.set_army_count(currentSpawnedMonsters.size())
func entered_playable_area():
cursorState.set_cursor_state("", currentStateIcon)
isInPlayableArea = true
func exited_playable_area():
cursorState.set_cursor_state("out of bounds", null)
isInPlayableArea = false
func handle_menu_inputs():
if Input.is_action_just_pressed("fullscreen_toggle"):
if get_window().mode == Window.MODE_EXCLUSIVE_FULLSCREEN:
get_window().mode = Window.MODE_WINDOWED
else:
get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN
if Input.is_action_just_pressed("quit_game"):
get_tree().quit()
func handle_spawn():
if Input.is_action_just_pressed("place_spawnable"):
spawn_current()
func handle_cursor_state():
if cursorState.infoLabel.text != "out of bounds":
if currentBludAmount < currentCost:
cursorState.set_cursor_state_info("not enough blud")
else:
cursorState.set_cursor_state_info("")
cursorState.visible = !is_in_menu()
cursorState.global_position = get_global_mouse_position()
func spawn_current():
if !isInPlayableArea || is_in_menu() || currentSpawnableScene == null:
return
if currentBludAmount < currentCost:
if cursorState.infoLabel.text == "":
cursorState.set_cursor_state_info("not enough blud")
return
currentBludAmount -= currentCost
var spawnable = currentSpawnableScene.instantiate()
spawnable.global_position = get_global_mouse_position()
$"..".add_child(spawnable)
spawnable.signal_death.connect(monster_death)
add_monster(spawnable)
if enemy != null:
enemy.add_foe(spawnable)
func monster_death(monster):
remove_monster(monster)
func is_in_menu():
return menuZone.get_rect().has_point(get_local_mouse_position())
func _on_player_ui_button_changed(currentButton):
if currentButton == null:
currentSpawnableScene = null
currentStateIcon = null
cursorState.set_cursor_state("", null)
return
if currentRefInstance != null:
currentRefInstance.queue_free()
currentRefInstance = null
currentSpawnableScene = currentButton.spawnableScene
currentRefInstance = currentSpawnableScene.instantiate()
currentStateIcon = currentRefInstance.monsterIcon
currentCost = currentRefInstance.cost
cursorState.set_cursor_state("", currentStateIcon)