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394 lines (325 loc) · 9.16 KB
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extends Node2D
export var event_number = 15
var event_index = 1
onready var audio = get_node("/root/Audio")
onready var c = get_node("/root/Constants")
onready var evt_counter = $HUD/GUI/EventCounter
onready var game_over = $HUD/GameOver
onready var cam_anim = $Background/Camera2D/CamAnim
onready var overlay_anim = $Warning/Anim
onready var bg = $Background/Camera2D/BG
onready var gui = $HUD/GUI
onready var choices = $Choice/Choices
onready var player = $Player
const nodes = {
"asteroids": preload("res://events/asteroids/Asteroids.tscn"),
"contraband": preload("res://events/contraband/Contraband.tscn"),
"cantina": preload("res://events/cantina/Cantina.tscn"),
"repair": preload("res://events/repair/Repair.tscn"),
"pirate": preload("res://events/pirate/Pirate.tscn"),
"cloud": preload("res://events/cloud/Cloud.tscn"),
"graveyard": preload("res://events/graveyard/Graveyard.tscn"),
"treasure": preload("res://events/treasure/Treasure.tscn"),
"sos": preload("res://events/sos/Sos.tscn")
}
func _ready():
# Init stuff
randomize()
audio.play("GameMusic")
init_gui()
# Start game
yield(get_tree().create_timer(3), "timeout")
choices.propose_choices(20)
overlay_anim.play("warning")
# Function that manages which function to call
func execute_event(e):
match e:
c.unknown:
randomize()
var rnd_event = randi()%c.treasure+1
c.asteroids:
asteroids()
c.cantina:
cantina()
c.pirate:
pirate()
c.contraband:
contraband()
c.repair:
repair()
c.graveyard:
graveyard()
c.sos:
sos()
c.cloud:
cloud()
c.treasure:
treasure()
c.nothing:
pass
yield(get_tree().create_timer(2), "timeout")
# if player dead or stranded
if player.is_stranded:
stranded()
return
elif player.is_dead:
dead()
return
# If game is finished
elif event_index == event_number:
end()
return
else:
event_index += 1
evt_counter.next_point()
if event_index != 2: choices.propose_choices(player.crew)
else: choices.propose_choices(15)
##
# Event functions
##
func asteroids():
# Add asteroids
var instance = nodes.asteroids.instance()
instance.global_position = Vector2(0,0)
add_child(instance)
# Wait a bit and animate
yield(get_tree().create_timer(0.5), "timeout")
player.health -= int(rand_range(25,35))
cam_anim.play("screenshake")
yield(get_tree().create_timer(3), "timeout")
instance.queue_free()
func contraband():
# Add instance
var instance = nodes.contraband.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
bg.slow_down(0.6)
yield(get_tree().create_timer(0.6), "timeout")
# Land
player.anim.play("land")
yield(get_tree().create_timer(0.5), "timeout")
# Player gets repaired
audio.play("Repair")
player.health -= int(rand_range(25,30))
if player.is_dead: return
# Player gets money
yield(get_tree().create_timer(0.5), "timeout")
player.goods += int(rand_range(25,75))
audio.play("Cash")
# Player takeoff
yield(get_tree().create_timer(0.5), "timeout")
player.anim.play_backwards("land")
yield(player.anim, "animation_finished")
player.anim.play("rumble")
# Speed up
bg.speed_up(0.5)
instance.get_node("Sprite/Anim").play("speed_up")
func cantina():
# Add instance
var instance = nodes.cantina.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
bg.slow_down(0.6)
yield(get_tree().create_timer(0.6), "timeout")
# Land
player.anim.play("land")
yield(get_tree().create_timer(0.5), "timeout")
if player.goods > 0:
audio.play_pitch("Cash", 0.5)
player.goods -= int(rand_range(200,250))
player.crew += int(rand_range(0,2))
yield(get_tree().create_timer(0.5), "timeout")
# Player takeoff
player.anim.play_backwards("land")
yield(player.anim, "animation_finished")
player.anim.play("rumble")
# Speed up
bg.speed_up(0.5)
instance.get_node("Sprite/Anim").play("speed_up")
func repair():
# Add instance
var instance = nodes.repair.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
bg.slow_down(0.6)
yield(get_tree().create_timer(0.6), "timeout")
# Land
player.anim.play("land")
yield(get_tree().create_timer(0.5), "timeout")
if player.goods > 0 && player.health < 100:
# Repair
player.health += int(rand_range(10,20))
audio.play("Repair")
audio.play("Select")
# Pay
yield(get_tree().create_timer(0.5), "timeout")
audio.play("Cash")
player.goods -= int(rand_range(200,250))
yield(get_tree().create_timer(0.5), "timeout")
# Player takeoff
player.anim.play_backwards("land")
yield(player.anim, "animation_finished")
player.anim.play("rumble")
# Speed up
bg.speed_up(0.5)
instance.get_node("Sprite/Anim").play("speed_up")
func pirate():
# Add instance
var instance = nodes.pirate.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
yield(get_tree().create_timer(0.5), "timeout")
# Get pirated
audio.play("Pirate")
player.anim.play("hurt")
randomize()
player.goods -= int(rand_range(50,100))
player.crew -= int(rand_range(0,2))
yield(get_tree().create_timer(0.5), "timeout")
# Get outta here
instance.get_node("Sprite/Anim").play("speed_up")
func graveyard():
# Add instance
var instance = nodes.graveyard.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
bg.slow_down(0.6)
yield(get_tree().create_timer(0.6), "timeout")
# Land
player.anim.play("land")
yield(get_tree().create_timer(0.5), "timeout")
# Player gets money
audio.play("Cash")
player.goods += int(rand_range(25,75))
# Player takeoff
yield(get_tree().create_timer(0.5), "timeout")
player.anim.play_backwards("land")
yield(player.anim, "animation_finished")
player.anim.play("rumble")
# Speed up
bg.speed_up(0.5)
instance.get_node("Sprite/Anim").play("speed_up")
func sos():
# Add instance
var instance = nodes.sos.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
bg.slow_down(0.6)
yield(get_tree().create_timer(0.5), "timeout")
for reactor in get_tree().get_nodes_in_group("reactors"):
reactor.emitting = false
player.anim.stop()
randomize()
var rand = randi()%2
if rand == 0:
randomize()
player.crew += randi()%2+1
audio.play("Play")
else:
# Add pirate
var pirate = nodes.pirate.instance()
pirate.global_position = Vector2(0,0)
pirate.z_index = -1
add_child(pirate)
# Slow down
yield(get_tree().create_timer(0.6), "timeout")
# Get pirated
audio.play("Pirate")
player.anim.play("hurt")
randomize()
player.goods -= int(rand_range(50,100))
player.crew -= int(rand_range(2,4))
yield(get_tree().create_timer(0.5), "timeout")
# Get outta here
pirate.get_node("Sprite/Anim").play("speed_up")
yield(get_tree().create_timer(0.5), "timeout")
# Speed up
for reactor in get_tree().get_nodes_in_group("reactors"):
reactor.emitting = true
player.anim.play("rumble")
bg.speed_up(0.5)
instance.get_node("Sprite/Anim").play("speed_up")
func cloud():
# Add asteroids
var instance = nodes.cloud.instance()
instance.global_position = Vector2(0,0)
add_child(instance)
yield(get_tree().create_timer(0.5), "timeout")
randomize()
audio.play("Cough"+String(randi()%4+1))
player.crew -= randi()%3+1
yield(get_tree().create_timer(3), "timeout")
instance.queue_free()
func treasure():
# Add instance
var instance = nodes.treasure.instance()
instance.global_position = Vector2(0,0)
instance.z_index = -1
add_child(instance)
# Slow down
bg.slow_down(0.6)
yield(get_tree().create_timer(0.6), "timeout")
# Land
player.anim.play("land")
yield(get_tree().create_timer(0.5), "timeout")
# Player loses crew
audio.play("Mining")
player.crew -= int(rand_range(2,4))
if player.is_stranded: return
# Player gets money
yield(get_tree().create_timer(0.5), "timeout")
player.goods += int(rand_range(50,100))
audio.play("Cash")
# Player takeoff
yield(get_tree().create_timer(0.5), "timeout")
player.anim.play_backwards("land")
yield(player.anim, "animation_finished")
player.anim.play("rumble")
# Speed up
bg.speed_up(0.5)
instance.get_node("Sprite/Anim").play("speed_up")
##
# Game end functions
##
func stranded():
if bg.get_node("Anim").playback_speed == 1:
bg.slow_down(0.6)
for reactor in get_tree().get_nodes_in_group("reactors"):
reactor.emitting = false
player.anim.stop()
yield(get_tree().create_timer(0.5), "timeout")
game_over.get_node("Text").text = "YOU HAVE LOST ALL YOUR CREW.\n\nYOUR SHIP IS STRANDED IN DEEP SPACE"
game_over.popup()
game_over.get_node("AnimationPlayer").play("fade_in")
func dead():
game_over.get_node("Text").text = "YOUR SHIP WAS TOO DAMAGED, \n\nIT WAS DESTROYED. GET REKT."
game_over.popup()
game_over.get_node("AnimationPlayer").play("fade_in")
func end():
var score = $HUD/Score
score.popup()
score.get_node("Anim").play("fade")
score.get_node("Score").set_score(player.goods)
##
# Other functions
##
# Init HUD
func init_gui():
gui._on_Player_goods_changed(player.goods, false)
gui._on_Player_crew_changed(player.crew, false)
gui._on_Player_health_changed(player.health, false)
# When choice has been made
func _on_Choices_event_selected(event):
execute_event(event)