69 lines
2.0 KiB
GDScript
69 lines
2.0 KiB
GDScript
extends Node2D
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class_name Arena
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@export var player: Player
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@export var normal_color: Color
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@export var bloacked_color: Color
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@export var critical_color: Color
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@export var hp_color: Color
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@onready var wave_index_label: Label = %WaveIndexLabel
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@onready var wave_time_label: Label = %WaveTimeLabel
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@onready var spawner: Spawner = $Spawner
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@onready var upgrade_panel: UpgradePanel = $GameUI/UpgradePanel
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Global.player = player
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Global.on_create_block_text.connect(_on_create_block_text)
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Global.on_create_damage_text.connect(_on_create_damage_text)
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Global.on_upgrade_selected.connect(_on_upgrade_selected)
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spawner.start_wave()
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func _process(delta: float) -> void:
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if Global.game_paused:
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return
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wave_index_label.text = spawner.get_wave_text()
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wave_time_label.text = spawner.get_wave_timer_text()
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func crteat_floating_text(unit: Node2D) -> FloatingText:
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var instace := Global.FLOATING_TEXT_SCENE.instantiate() as FloatingText
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get_tree().root.add_child(instace)
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var random_pos := randf_range(0, TAU) * 35
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var spawn_pos := unit.global_position + Vector2.RIGHT.rotated(random_pos)
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instace.global_position = spawn_pos
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return instace
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func show_upgrades() -> void:
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upgrade_panel.show()
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func start_new_wave() -> void:
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Global.game_paused = false
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Global.player.update_player_new_weave()
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spawner.wave_index += 1
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spawner.start_wave()
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func _on_create_block_text(unit: Node2D) -> void:
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var text := crteat_floating_text(unit)
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text.setup("Blocked!", bloacked_color)
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func _on_create_damage_text(unit: Node2D, hitbox: HitboxComponent) -> void:
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var text := crteat_floating_text(unit)
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var color := critical_color if hitbox.critical else normal_color
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text.setup(str(hitbox.damage), color)
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func _on_upgrade_selected() -> void:
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upgrade_panel.hide()
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start_new_wave()
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func _on_spawner_on_wave_completed() -> void:
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if not Global.player: return
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await get_tree().create_timer(1.0).timeout
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show_upgrades()
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