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Player.gd
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Player.gd
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extends KinematicBody
signal souls_changed()
signal hp_changed()
signal im_dead(deadObject)
signal turned_side()
signal player_dead()
signal start_endphase()
var speed = 600
const FIRE = 1
const WATER = 0
const elemental_enum = ["water", "fire"]
const FIRE_GROUP = "FireElemental"
const WATER_GROUP = "WaterElemental"
var current_element = "water"
const MAX_HP = 500
var hp = MAX_HP
var power = 30 #TODO change later
var shield_is_active = false
var elemental_souls_counter = [10, 10]
const switch_costs_souls = 5 #change for editing the soul costs when switching
const SHIELD_POWER_UP_COSTS = 10
const SHIELD_DURATION = 10
const TELEPORT_POWER_UP_COSTS = 5
const TELEPORT_RANGE = 0.5 #should be between 0-1
var timeSinceLastHealthRecover
func _ready():
# Called every time the node is added to the scene.
# Initialization here
set_process(true)
update_elemental_color()
emit_signal("souls_changed")
emit_signal("hp_changed")
add_to_group(WATER_GROUP)
timeSinceLastHealthRecover = OS.get_unix_time()
$Shield.hide()
func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
var input = Vector3(0,0,0)
input.x = int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left"))
input.z = int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))
move_and_slide(input.normalized() * speed * delta, Vector3(0,1,0))
if Input.is_action_just_pressed("ui_power_up_shield"):
useShieldPowerUp()
if Input.is_action_just_pressed("ui_power_up_teleport"):
useTeleportPowerUp(delta)
restoreHp()
if Input.is_action_just_pressed("ui_start_endphase"):
emit_signal("start_endphase")
#handles the elemental-group-changig !INCOMPELE!
if Input.is_action_just_pressed("ui_accept"):
tryChangingSide()
func tryChangingSide():
#check if the player has enough souls
if current_element == elemental_enum[WATER] and elemental_souls_counter[FIRE] >= switch_costs_souls:
current_element = elemental_enum[FIRE]
elemental_souls_counter[FIRE] -= switch_costs_souls
remove_from_group(WATER_GROUP)
add_to_group(FIRE_GROUP)
update_elemental_color()
yield(get_tree().create_timer(3), "timeout")
emit_signal("turned_side")
elif elemental_souls_counter[WATER] >= switch_costs_souls:
current_element = elemental_enum[WATER]
elemental_souls_counter[WATER] -= switch_costs_souls
remove_from_group(FIRE_GROUP)
add_to_group(WATER_GROUP)
update_elemental_color()
yield(get_tree().create_timer(3), "timeout")
emit_signal("turned_side")
#else:
#TODO add message to the player that indicates that he has not enough souls to switch
func update_elemental_color():
$Mesh.get_surface_material(0).albedo_color = Color(1, 0, 0) if current_element == elemental_enum[FIRE] else Color(0, 0, 1)
emit_signal("souls_changed") #why do the souls change?
emit_turn_particles()
func collect_soul(type):
#just get souls from the other type???????
if type == 'fire': #&& current_element == elemental_enum[WATER]:
elemental_souls_counter[FIRE] += 1
emit_signal("souls_changed")
else: #current_element == elemental_enum[FIRE]:
elemental_souls_counter[WATER] += 1
emit_signal("souls_changed")
power += 1
func takeDamage(damage):
if not shield_is_active:
hp -= damage
emit_signal("hp_changed")
if hp <= 0:
emit_signal("im_dead", self)
emit_signal("player_dead")
func emit_turn_particles():
var particles = preload("res://turn_particles.tscn").instance()
add_child(particles)
yield(get_tree().create_timer(1), "timeout")
particles.queue_free()
func useShieldPowerUp():
if not shield_is_active && power >= SHIELD_POWER_UP_COSTS:
power -= SHIELD_POWER_UP_COSTS
emit_signal("souls_changed")
shield_is_active = true
$Shield.show()
yield(get_tree().create_timer(SHIELD_DURATION), "timeout")
shield_is_active = false
$Shield.hide()
func useTeleportPowerUp(delta):
if power >= TELEPORT_POWER_UP_COSTS:
var direction = Vector3(0, 0, 0)
if Input.is_action_pressed("ui_right"):
direction.x += 1
if Input.is_action_pressed("ui_left"):
direction.x -= 1
if Input.is_action_pressed("ui_up"):
direction.z -= 1
if Input.is_action_pressed("ui_down"):
direction.z += 1
if direction.z != 0 or direction.x != 0:
power -= TELEPORT_POWER_UP_COSTS
emit_signal("souls_changed")
var current_pos = translation
look_at(direction.normalized() + current_pos, Vector3(0, 0, 0))
translate(direction.normalized() * speed * delta * TELEPORT_RANGE)
func restoreHp():
var currentTime = OS.get_unix_time()
var elapsedTime = currentTime - timeSinceLastHealthRecover
if elapsedTime >=1:
timeSinceLastHealthRecover = currentTime
if hp < MAX_HP:
hp += elapsedTime
if hp > MAX_HP:
hp = MAX_HP
emit_signal("hp_changed")