Refactor Player and Character
This commit is contained in:
@@ -9,15 +9,16 @@ public partial class AreaExit : Node3D
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public override void _Ready()
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{
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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private void OnExitEntered(Node3D node)
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{
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GD.Print("Exit reached");
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var main = GetTree().Root.GetNode<Main>("/root/Main");
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main.LoadNextLevel(_levelIndex);
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_gameManager.ResetPlayerPosition();
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GD.Print("Exit reached");
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var main = GetTree().Root.GetNode<Main>("/root/Main");
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main.LoadNextLevel(_levelIndex);
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if (node is Player player)
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player.SpawnPoint.SetPlayerPosition(player);
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}
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}
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@@ -1,28 +1,28 @@
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using Godot;
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using Godot;
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public partial class Player1 : Character
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public partial class Character : CharacterBody3D
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{
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[Export]
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private float _speed = 5.0f;
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[Export]
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private PackedScene _fireProjectile;
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[Export]
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private PackedScene _altFireProjectile;
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private GameManager _gameManager;
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[Export]
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private float _speed = 3.0f;
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public bool CanShoot { get; private set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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CanShoot = true;
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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_gameManager.SetP1GameOver(false);
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_gameManager.IsP1SelectingCharacter)
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if (!_gameManager.IsSelectingCharacter)
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{
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Velocity = CalculateCharacterMovement(delta);
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MoveAndSlide();
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@@ -34,11 +34,11 @@ public partial class Player1 : Character
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if (Input.IsActionJustPressed("exit"))
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GetTree().Quit();
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if (!_gameManager.IsP1SelectingCharacter)
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if (!_gameManager.IsSelectingCharacter)
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{
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if (Input.IsActionJustPressed("p1_fire") && CanShoot)
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if (Input.IsActionJustPressed($"p1_fire") && CanShoot)
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Fire();
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if (Input.IsActionJustPressed("p1_altfire") && CanShoot)
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if (Input.IsActionJustPressed($"p1_altfire") && CanShoot)
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AltFire();
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}
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}
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@@ -47,7 +47,7 @@ public partial class Player1 : Character
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{
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var velocity = Velocity;
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var inputDir = Input.GetVector("p1_left", "p1_right", "p1_up", "p1_down");
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var inputDir = Input.GetVector($"p1_left", $"p1_right", $"p1_up", $"p1_down");
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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@@ -82,20 +82,4 @@ public partial class Player1 : Character
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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private void HitDebug()
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{
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var node = new Node3D();
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OnHit(node);
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}
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private void OnHit(Node3D node)
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{
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_gameManager.RemoveP1Character();
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if (_gameManager._p1Characters.Count == 0)
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{
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GD.Print("Game over for P1");
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_gameManager.SetP1GameOver(true);
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using Godot;
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using Godot.Collections;
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using System.Collections.Generic;
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using System.Linq;
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public partial class GameManager : Node
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@@ -7,88 +8,60 @@ public partial class GameManager : Node
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[Signal]
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public delegate void OnGameOverEventHandler();
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[Signal]
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public delegate void OnP1GameOverEventHandler();
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[Signal]
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public delegate void OnP2GameOverEventHandler();
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public bool IsSelectingCharacter = true;
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public int NumberOfPlayers;
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public bool IsP1SelectingCharacter = true;
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public bool IsP2SelectingCharacter = true;
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private bool _gameOver = false;
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private int _characterIndex = 0;
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[Export]
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public Array<PackedScene> _p1Characters;
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[Export]
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public Array<PackedScene> _p2Characters;
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private Array<PackedScene> PlayerScenes;
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[Export]
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public Character _p1SelectedCharacter;
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public IEnumerable<Player> Players = new List<Player>();
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[Export]
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public Character _p2SelectedCharacter;
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private bool _p1GameOver = false;
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private bool _p2GameOver = false;
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private int _p1CharacterIndex = 0;
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private int _p2CharacterIndex = 0;
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public void SetP1ToNextCharacter() => _p1CharacterIndex = (++_p1CharacterIndex) % _p1Characters.Count();
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public void SetP1ToPreviousCharacter() => _p1CharacterIndex = _p1CharacterIndex == 0 ? _p1Characters.Count() - 1 : --_p1CharacterIndex;
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public void ResetPlayerPosition()
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public override void _Ready()
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{
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var playerSpawnPoint = GetNode<SpawnPoint>("P1SpawnPoint");
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playerSpawnPoint.SetPlayerPosition(_p1SelectedCharacter);
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foreach (var playerScene in PlayerScenes)
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{
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var player = playerScene.Instantiate();
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Players = Players.Append((Player)player);
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GD.Print("Players added");
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}
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}
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public void OnP1CharacterSelected()
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public void SetToNextCharacter(Player player) => _characterIndex = (++_characterIndex) % player.PlayableCharacters.Count();
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public void SetToPreviousCharacter(Player player) => _characterIndex = _characterIndex == 0 ? player.PlayableCharacters.Count() - 1 : --_characterIndex;
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public void ResetPlayerPosition(Player player)
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{
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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}
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public void OnCharacterSelected(Player player)
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{
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GD.Print("Instancing...");
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var selectedPlayer = _p1Characters[_p1CharacterIndex].Instantiate();
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_p1SelectedCharacter = selectedPlayer as Character;
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GetTree().Root.AddChild(_p1SelectedCharacter);
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ResetPlayerPosition();
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GD.Print(player.PlayableCharacters.Count());
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var selectedCharacter = player.PlayableCharacters[_characterIndex].Instantiate();
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player.SelectedCharacter = selectedCharacter as Character;
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GetTree().Root.AddChild(player.SelectedCharacter);
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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}
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public void RemoveP1Character()
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public void RemoveCharacter(Player player)
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{
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_p1Characters.Remove(_p1Characters.ElementAt(_p1CharacterIndex));
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_p1SelectedCharacter?.QueueFree();
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_p1CharacterIndex = 0;
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player.PlayableCharacters.Remove(player.PlayableCharacters.ElementAt(_characterIndex));
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player.SelectedCharacter?.QueueFree();
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_characterIndex = 0;
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}
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public void SetP1GameOver(bool isGameOver)
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public void SetGameOver(bool isGameOver)
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{
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_p1GameOver = isGameOver;
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_gameOver = isGameOver;
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if (isGameOver)
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{
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EmitSignal(SignalName.OnP1GameOver);
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CheckForOverallGameOver();
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}
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}
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public bool IsP1GameOver => _p1GameOver;
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public void SetP2GameOver(bool isGameOver)
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{
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_p2GameOver = isGameOver;
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if (isGameOver)
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{
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EmitSignal(SignalName.OnP2GameOver);
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CheckForOverallGameOver();
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}
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}
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private void CheckForOverallGameOver()
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{
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if (_p1GameOver && _p2GameOver)
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EmitSignal(SignalName.OnGameOver);
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}
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}
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}
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public partial class Character : CharacterBody3D
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{
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public bool IsGameOver => _gameOver;
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}
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13
Scripts/Player.cs
Normal file
13
Scripts/Player.cs
Normal file
@@ -0,0 +1,13 @@
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using Godot;
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using Godot.Collections;
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public partial class Player : Node3D
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{
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[Export]
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public SpawnPoint SpawnPoint;
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[Export]
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public Array<PackedScene> PlayableCharacters;
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public Character SelectedCharacter;
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}
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@@ -1,81 +0,0 @@
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using Godot;
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using System;
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public partial class Player2 : CharacterBody3D
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{
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[Export]
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private float _speed = 5.0f;
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[Export]
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private PackedScene _fireProjectile;
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[Export]
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private PackedScene _altFireProjectile;
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public bool CanShoot { get; private set; }
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public override void _Ready()
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{
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CanShoot = true;
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}
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public override void _PhysicsProcess(double delta)
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{
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Velocity = CalculateCharacterMovement(delta);
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MoveAndSlide();
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (Input.IsActionJustPressed("exit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed("p2_fire") && CanShoot)
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Fire();
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if (Input.IsActionJustPressed("p2_altfire") && CanShoot)
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AltFire();
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}
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private Vector3 CalculateCharacterMovement(double delta)
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{
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var velocity = Velocity;
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var inputDir = Input.GetVector("p2_left", "p2_right", "p2_up", "p2_down");
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
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}
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return velocity;
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}
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private async void Fire()
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{
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var projectile = _fireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, -1f);
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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private async void AltFire()
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{
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var projectile = _altFireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, -1f);
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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private void OnHit(Node3D node)
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{
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QueueFree();
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}
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}
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@@ -2,7 +2,7 @@ using Godot;
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public partial class SpawnPoint : Marker3D
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{
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public void SetPlayerPosition(Character character)
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public void SetPlayerPosition(Node3D character)
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{
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GD.Print("Moving character to spawn point");
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character.Position = Position;
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@@ -1,9 +1,10 @@
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using Godot;
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using System.Linq;
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public partial class StageGUI : Control
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{
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[Signal]
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public delegate void OnCharacterSelectionMadeEventHandler();
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public delegate void OnCharacterSelectionMadeEventHandler(Player player);
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private GameManager _gameManager;
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@@ -14,7 +15,7 @@ public partial class StageGUI : Control
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public void OnCharacterSelect()
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{
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if (_gameManager.IsP1GameOver)
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if (_gameManager.IsGameOver)
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return;
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var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
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@@ -23,27 +24,26 @@ public partial class StageGUI : Control
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wheel1.FocusMode = FocusModeEnum.All;
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wheel1.GrabFocus();
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wheel1.Visible = true;
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_gameManager.IsP1SelectingCharacter = true;
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_gameManager.IsSelectingCharacter = true;
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}
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public override void _Process(double delta)
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{
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var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
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if (wheel1.HasFocus())
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{
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if (Input.IsActionJustPressed("p1_right"))
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_gameManager.SetP1ToNextCharacter();
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_gameManager.SetToNextCharacter(_gameManager.Players.ElementAt(0));
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if (Input.IsActionJustPressed("p1_left"))
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_gameManager.SetP1ToPreviousCharacter();
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_gameManager.SetToPreviousCharacter(_gameManager.Players.ElementAt(0));
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if (Input.IsActionJustPressed("p1_fire"))
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{
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GD.Print("Selected character");
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wheel1.ReleaseFocus();
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wheel1.Hide();
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_gameManager.IsP1SelectingCharacter = false;
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EmitSignal(SignalName.OnCharacterSelectionMade);
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_gameManager.IsSelectingCharacter = false;
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EmitSignal(SignalName.OnCharacterSelectionMade, _gameManager.Players.ElementAt(0));
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}
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}
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}
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@@ -9,7 +9,7 @@ public partial class TestEnemy : RigidBody3D
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public override void _Process(double delta)
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{
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var player = GetTree().GetFirstNodeInGroup("Player") as Player1;
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var player = GetTree().GetFirstNodeInGroup("Player") as Character;
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if (player != null)
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LookAt(player.Position);
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}
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@@ -8,7 +8,7 @@ public partial class TestLevel : Node3D
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public override void _Ready()
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{
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var players = GetTree().GetNodesInGroup("Player");
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foreach (Player1 player in players)
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foreach (Character player in players)
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player.Transform = _spawnPoint.Transform;
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}
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Block a user