Initial character select implementation

This commit is contained in:
2023-09-03 15:06:39 -07:00
parent a15973a621
commit f7417d0afd
26 changed files with 269 additions and 154 deletions

43
Scripts/GameManager.cs Normal file
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@@ -0,0 +1,43 @@
using Godot;
using Godot.Collections;
using System.Linq;
public partial class GameManager : Node
{
public bool IsP1SelectingCharacter = true;
public bool IsP2SelectingCharacter = true;
[Export]
private Array<PackedScene> _p1Characters;
[Export]
private Array<PackedScene> _p2Characters;
[Export]
public Character _p1SelectedCharacter;
[Export]
public Character _p2SelectedCharacter;
private int _p1CharacterIndex = 0;
private int _p2CharacterIndex = 0;
public void SetP1ToNextCharacter() => _p1CharacterIndex = (++_p1CharacterIndex) % _p1Characters.Count();
public void SetP1ToPreviousCharacter() => _p1CharacterIndex = _p1CharacterIndex == 0 ? _p1Characters.Count() : --_p1CharacterIndex;
public void OnP1CharacterSelected()
{
if (_p1SelectedCharacter != null)
_p1SelectedCharacter.QueueFree();
var selectedPlayer = _p1Characters[_p1CharacterIndex].Instantiate();
_p1SelectedCharacter = selectedPlayer as Character;
GetTree().Root.AddChild(_p1SelectedCharacter);
var playerSpawnPoint = GetNode<SpawnPoint>("P1SpawnPoint");
playerSpawnPoint.SetPlayerPosition(_p1SelectedCharacter);
}
}
public partial class Character : CharacterBody3D
{
}

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@@ -1,15 +0,0 @@
using Godot;
using System.Linq;
public partial class P1SpawnPoint : Marker3D
{
public override void _Ready()
{
var players = GetTree().GetNodesInGroup("Player1");
if (players.Any())
{
var player = (TestCharacter)players.First();
player.Position = Position;
}
}
}

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@@ -1,15 +0,0 @@
using Godot;
using System.Linq;
public partial class P2SpawnPoint : Marker3D
{
public override void _Ready()
{
var players = GetTree().GetNodesInGroup("Player2");
if (players.Any())
{
var player = (Player2)players.First();
player.Position = Position;
}
}
}

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@@ -1,6 +1,6 @@
using Godot;
public partial class TestCharacter : CharacterBody3D
public partial class Player1 : Character
{
[Export]
private float _speed = 5.0f;
@@ -9,17 +9,23 @@ public partial class TestCharacter : CharacterBody3D
[Export]
private PackedScene _altFireProjectile;
private GameManager _gameManager;
public bool CanShoot { get; private set; }
public override void _Ready()
{
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public override void _PhysicsProcess(double delta)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
if (!_gameManager.IsP1SelectingCharacter)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
}
public override void _UnhandledInput(InputEvent @event)
@@ -27,10 +33,13 @@ public partial class TestCharacter : CharacterBody3D
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (Input.IsActionJustPressed("p1_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed("p1_altfire") && CanShoot)
AltFire();
if (!_gameManager.IsP1SelectingCharacter)
{
if (Input.IsActionJustPressed("p1_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed("p1_altfire") && CanShoot)
AltFire();
}
}
private Vector3 CalculateCharacterMovement(double delta)

10
Scripts/SpawnPoint.cs Normal file
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@@ -0,0 +1,10 @@
using Godot;
public partial class SpawnPoint : Marker3D
{
public void SetPlayerPosition(Character character)
{
GD.Print("Moving character to spawn point");
character.Position = Position;
}
}

47
Scripts/StageGUI.cs Normal file
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@@ -0,0 +1,47 @@
using Godot;
public partial class StageGUI : Control
{
[Signal]
public delegate void OnCharacterSelectionMadeEventHandler();
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public void OnCharacterSelect()
{
var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
var wheel2 = GetNode<TextureRect>("CharacterSelect/Wheel2");
wheel1.FocusMode = FocusModeEnum.All;
wheel1.GrabFocus();
wheel1.Visible = true;
_gameManager.IsP1SelectingCharacter = true;
}
public override void _Process(double delta)
{
var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
if (wheel1.HasFocus())
{
if (Input.IsActionJustPressed("p1_right"))
_gameManager.SetP1ToNextCharacter();
if (Input.IsActionJustPressed("p1_left"))
_gameManager.SetP1ToPreviousCharacter();
if (Input.IsActionJustPressed("p1_fire"))
{
GD.Print("Selected character");
wheel1.ReleaseFocus();
wheel1.Hide();
_gameManager.IsP1SelectingCharacter = false;
EmitSignal(SignalName.OnCharacterSelectionMade);
}
}
}
}

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@@ -9,7 +9,7 @@ public partial class TestEnemy : RigidBody3D
public override void _Process(double delta)
{
var player = GetTree().GetFirstNodeInGroup("Player") as TestCharacter;
var player = GetTree().GetFirstNodeInGroup("Player") as Player1;
if (player != null)
LookAt(player.Position);
}

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@@ -8,7 +8,7 @@ public partial class TestLevel : Node3D
public override void _Ready()
{
var players = GetTree().GetNodesInGroup("Player");
foreach (TestCharacter player in players)
foreach (Player1 player in players)
player.Transform = _spawnPoint.Transform;
}