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https://github.com/PfandBoss/SemesterGameJam2022.git
synced 2025-11-12 12:16:14 +01:00
add map
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@@ -1,6 +1,7 @@
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[gd_scene load_steps=8 format=3 uid="uid://n7w0ff7u25yc"]
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[gd_scene load_steps=9 format=3 uid="uid://n7w0ff7u25yc"]
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[ext_resource type="Script" path="res://scripts/Logic/Game.gd" id="1_iox18"]
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[ext_resource type="PackedScene" uid="uid://bqe8ucbruto1j" path="res://Nodes/StartNode.tscn" id="2_61aog"]
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[ext_resource type="PackedScene" uid="uid://byo1m0n20yl45" path="res://Nodes/cannon.tscn" id="2_vrf6k"]
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[ext_resource type="Script" path="res://scripts/Train.gd" id="2_xl0he"]
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[ext_resource type="PackedScene" uid="uid://vwjd5od63jgh" path="res://Nodes/Player.tscn" id="4_1ipcp"]
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@@ -17,6 +18,8 @@ data = PackedVector3Array(-6.5, 0.5, 12.5, 6.5, 0.5, 12.5, -6.5, -0.5, 12.5, 6.5
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[node name="Game" type="Node"]
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script = ExtResource("1_iox18")
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[node name="StartNode" parent="." instance=ExtResource("2_61aog")]
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 20, 0)
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@@ -38,6 +41,8 @@ shape = SubResource("ConcavePolygonShape3D_p3d4e")
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[node name="CharacterBody3D" parent="Player1" instance=ExtResource("4_1ipcp")]
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transform = Transform3D(1, 0, -3.55271e-15, 0, 1, 0, 3.55271e-15, 0, 1, -1.18815, 1, -11.064)
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[node name="Cannon2" parent="Player1" instance=ExtResource("2_vrf6k")]
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[node name="Player2" type="Node3D" parent="."]
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transform = Transform3D(-0.0154456, -6.75145e-10, -0.999879, -5.21344e-12, 1, -6.75146e-10, 0.999879, -5.2134e-12, -0.0154456, -8, 0, -32)
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script = ExtResource("2_xl0he")
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@@ -48,6 +48,11 @@ _global_script_classes=[{
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"class": &"TrainEngine",
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"language": &"GDScript",
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"path": "res://scripts/Modules/Engine.gd"
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}, {
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"base": "StraightMapNode",
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"class": &"TurnMapNode",
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"language": &"GDScript",
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"path": "res://scripts/Logic/TurnMapNode.gd"
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}]
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_global_script_class_icons={
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"Cannon": "",
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@@ -57,7 +62,8 @@ _global_script_class_icons={
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"Storage": "",
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"StraightMapNode": "",
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"Train": "",
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"TrainEngine": ""
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"TrainEngine": "",
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"TurnMapNode": ""
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}
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[application]
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@@ -10,12 +10,17 @@ var t = 0.0
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@onready var p1_train = $Player1 as Train
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@onready var p2_train = $Player2 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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func _ready():
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p1_node = StartNode
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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.hit.connect(_on_hit_player)
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p2_train.hit.connect(_on_hit_player)
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func _on_hit_player(player1,dmg):
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@@ -25,5 +30,19 @@ 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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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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if(p1_train.current_distance >= p1_node.LENGTH):
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var distance_delta = p1_train.current_distance - p1_node.LENGTH
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p1_node = p1_node._on_train_exit(p1_train)
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p1_train.current_distance = distance_delta
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if(p2_train.current_distance >= p2_node.LENGTH):
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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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if Input.is_action_pressed("test"):
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emit_signal("shoot")
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@@ -1,8 +1,9 @@
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extends MapNode
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class_name StraightMapNode
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var next : MapNode
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@export var next : MapNode
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func _on_train_exit(train):
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next._on_train_entered(train)
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super._on_train_exit(train)
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return next
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@@ -1,10 +1,11 @@
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extends StraightMapNode
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class_name TurnMapNode
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signal turnEvent
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var is_left_turn = false
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var turn = false
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var turn_node : MapNode
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@export var is_left_turn = false
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@export var turn_node : MapNode
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func _on_train_entered(train):
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super._on_train_entered(train)
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@@ -14,5 +15,7 @@ func _on_train_exit(train):
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if(turn):
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turn_node._on_train_entered(train)
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current_trains.erase(train)
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return turn_node
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else:
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super._on_train_exit(train)
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return next
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@@ -15,7 +15,9 @@ func _ready():
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func interact():
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if currentStashValue >= 1:
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currentStashValue -= 1
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return
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func _on_signal_storing():
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if currentStashValue < maxStashValue:
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currentStashValue += 1
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@@ -5,7 +5,8 @@ signal hit(player, dmg)
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signal game_over
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var is_P1 = true
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var current_speed = 10
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var current_distance = 0
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var current_speed = 5
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var CANNONS = []
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var STORAGES = []
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#@onready var ENGINE = $Module/Engine
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@@ -25,7 +26,6 @@ func _on_signal_shooting():
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for cannon in CANNONS:
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if cannon.shoot():
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hit.emit(is_P1,cannon.DAMAGE)
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print("Shot P2")
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func is_dead():
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if current_speed <= 0:
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