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https://github.com/PfandBoss/SemesterGameJam2022.git
synced 2025-11-12 04:16:12 +01:00
Better Anim
This commit is contained in:
@@ -3,19 +3,15 @@ class_name Game
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const CHILL = 0
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const FIGHTING = 1
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const SHOOT = 2
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const FOUGHT = 3
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#Signals
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signal ammo_pickup
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signal shoot
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var fight_state = CHILL
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var t = 0.0
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#Variables
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@onready var p1_train = $Train1 as Train
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@onready var p2_train = $Train2 as Train
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@onready var StartNode = $StartNode
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var p1_node : MapNode
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var p2_node : MapNode
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@@ -24,7 +20,15 @@ var initial_pos_p1 : Vector3
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var initial_pos_p2 : Vector3
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var initial_camera_pos: Vector3
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var fight_state = CHILL
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var t = 0.0
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var active_pickups = []
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var active_map_nodes = 0
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func _ready():
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getMapSize(StartNode, true)
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initial_camera_pos = $Camera3D.position
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initial_pos_p1 = p1_train.position
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initial_pos_p2 = p2_train.position
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@@ -32,9 +36,26 @@ func _ready():
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p2_node = StartNode
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p2_train.get_node("CharacterBody3D").is_player1 = false
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p2_train.is_P1 = false
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p1_train.current_speed = 8
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p1_train.hit.connect(_on_hit_player)
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p2_train.hit.connect(_on_hit_player)
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p1_train.current_speed = 3
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func getMapSize(node, is_start):
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if node == StartNode && not is_start:
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return
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if(node is TurnMapNode):
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getMapSize(node.turn_node, false)
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node.turnEvent.connect(_on_turn_event)
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getMapSize(node.next, false)
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active_map_nodes += 2
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else:
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getMapSize(node.next, false)
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active_map_nodes += 1
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func _on_turn_event():
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#
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pass
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func _on_hit_player(player1,dmg):
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@@ -44,6 +65,18 @@ func _on_hit_player(player1,dmg):
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p1_train.current_speed -= dmg
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func _process(delta):
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if(active_pickups.size() < 1):
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fillPickups()
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#SIMULATION
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mapSimulation(delta)
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fightSimulation()
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func fillPickups():
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pass
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func mapSimulation(delta):
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p1_train.current_distance += p1_train.current_speed * delta
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p2_train.current_distance += p2_train.current_speed * delta
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p1_train.distance_from_start += p1_train.current_speed * delta
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@@ -63,28 +96,37 @@ func _process(delta):
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var distance_delta = p2_train.current_distance - p2_node.LENGTH
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p2_node = p2_node._on_train_exit(p2_train)
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p2_train.current_distance = distance_delta
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$Control/VSlider.value = p1_train.distance_from_start
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$Control/VSlider2.value = p2_train.distance_from_start
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if(p1_node == p2_node && p1_train.current_distance - p2_train.current_distance < 2):
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func fightSimulation():
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#FIGHT SIMULATION
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print(p1_train.current_distance - p2_train.current_distance)
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if(p1_node == p2_node && abs(p1_train.current_distance - p2_train.current_distance) < 0.5):
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if(fight_state == CHILL):
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fight_state = FIGHTING
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_EXPO)
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tween.set_ease(Tween.EASE_OUT)
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var new_pos_p1 = p1_train.position + Vector3(-30,0,-15)
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var new_pos_p2 = p2_train.position + Vector3(30,0,-15)
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tween.tween_property($Camera3D, "position", initial_camera_pos + Vector3(0,80,20), 1.4)
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var speed_differene = p1_train.current_speed - p2_train.current_speed
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tween.set_parallel()
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tween.tween_property(p1_train, "position",new_pos_p1, 1)
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tween.tween_property(p2_train, "position",new_pos_p2, 1)
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tween.tween_property($Control/Panel, "custom_minimum_size", Vector2(0,0), 1)
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tween.tween_property($Control/VSlider,"scale",Vector2(0,0),1)
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tween.tween_property($Control/VSlider2,"scale",Vector2(0,0),1)
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p1_train.current_speed *= 0.5
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p2_train.current_speed *= 0.5
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tween.tween_property($Camera3D, "position", initial_camera_pos + Vector3(0,80,20), 1.4)
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if(speed_differene < 0):
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var new_pos_p1 = p1_train.position + Vector3(-30 ,0,+30)
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tween.tween_property(p1_train, "position",new_pos_p1, 0.5)
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var new_pos_p2 = p2_train.position + Vector3(30,0,-30)
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tween.tween_property(p2_train, "position",new_pos_p2, 0.5)
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else:
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var new_pos_p2 = p2_train.position + Vector3(30,0, +30)
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tween.tween_property(p2_train, "position",new_pos_p2, 0.5)
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var new_pos_p1 = p1_train.position + Vector3(-30 ,0,-30)
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tween.tween_property(p1_train, "position",new_pos_p1, 0.5)
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elif(fight_state == FIGHTING):
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tween.tween_property($Control/Panel, "custom_minimum_size", Vector2(0,0), 0.6)
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tween.tween_property($Control/VSlider,"scale",Vector2(0,0),0.6)
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tween.tween_property($Control/VSlider2,"scale",Vector2(0,0),0.6)
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tween.tween_callback(approach).set_delay(0.5)
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elif(fight_state == FOUGHT):
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fight_state = CHILL
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_EXPO)
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@@ -96,14 +138,31 @@ func _process(delta):
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tween.tween_property($Control/Panel, "custom_minimum_size", Vector2(15,0), 1)
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tween.tween_property($Control/VSlider,"scale",Vector2(1,1),1)
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tween.tween_property($Control/VSlider2,"scale",Vector2(1,1),1)
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p1_train.current_speed *= 2
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p2_train.current_speed *= 2
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func approach():
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_EXPO)
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tween.set_ease(Tween.EASE_OUT)
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tween.set_parallel()
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var speed_differene = p1_train.current_speed - p2_train.current_speed
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if(speed_differene < 0):
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tween.tween_property(p1_train, "position", Vector3(p1_train.position.x, p1_train.position.y, p2_train.position.z), 0.7)
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else:
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tween.tween_property(p2_train, "position", Vector3(p2_train.position.x, p2_train.position.y, p1_train.position.z), 0.7)
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emit_signal("shoot")
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tween.tween_callback(fight).set_delay(1)
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func fight():
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_EXPO)
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_parallel()
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var speed_differene = p1_train.current_speed - p2_train.current_speed
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if(speed_differene < 0):
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tween.tween_property(p1_train, "position", Vector3(p1_train.position.x, p1_train.position.y, p2_train.position.z - 90), 0.7)
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else:
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tween.tween_property(p2_train, "position", Vector3(p2_train.position.x, p2_train.position.y, p1_train.position.z - 90), 0.7)
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emit_signal("shoot")
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tween.tween_callback(func(): fight_state = FOUGHT).set_delay(0.7)
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if Input.is_action_pressed("test"):
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emit_signal("shoot")
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$Control/VSlider.value = p1_train.distance_from_start
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$Control/VSlider2.value = p2_train.distance_from_start
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@@ -3,9 +3,16 @@ class_name MapNode
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const LENGTH = 10
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const PICKUP = 0
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const NONE = 0
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const COAL = 1
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const GUNPOWDER = 2
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const CANNONBALL_LIGHT = 3
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var previous : MapNode
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var current_trains = []
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var current_pickup = NONE
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func _on_train_entered(train):
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current_trains.append(train)
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@@ -12,7 +12,7 @@ enum TYPE {AMMO, GUNPOWDER, COAL}
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#------------Methods-------------#
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func _ready():
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var root = get_tree().root.get_child(0)
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root.ammo_pickup.connect(_on_signal_storing)
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#root.ammo_pickup.connect(_on_signal_storing)
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maxStashValue = 5
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currentStashValue = 5
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