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- extends Node2D
- @onready var health_bar: HealthBar = $HealthBar
- @onready var overlay: CanvasLayer = $Overlay
- @onready var transition: Transition = $Overlay/Transition
- @onready var player_spawn: PlayerSpawnZone = $PlayerSpawnZone
- @onready var spawn_timer: Timer = $Timer
- @onready var ui_root: Control = $UI/Root
- @onready var wave_label: Label = $UI/Root/WaveLabel
- @onready var phase_label: Label = $UI/Root/PhaseLabel
- @onready var next_phase_button: Button = $UI/Root/NextPhaseButton
- @onready var combat_start_sound: AudioStreamPlayer = $Sounds/CombatStartSound
- @onready var combat_end_sound: AudioStreamPlayer = $Sounds/CombatEndSound
- @onready var main_menu: PackedScene = load("res://screens/main_menu.tscn")
- @onready var bot_scene: PackedScene = load("res://assets/scenes/bot.tscn")
- @onready var game_over_scene: PackedScene = load("res://assets/scenes/game_over.tscn")
- @onready var spawn_points: Array[Marker2D] = [
- $EnemySpawns/EnemySpawn_1,
- $EnemySpawns/EnemySpawn_2,
- $EnemySpawns/EnemySpawn_3,
- ]
- enum Phase {
- PHASE_SETUP,
- PHASE_COMBAT,
- PHASE_LOOT,
- }
- var phase: Phase = Phase.PHASE_SETUP:
- set(new_value):
- phase = new_value
- match new_value:
- Phase.PHASE_SETUP:
- phase_label.text = "PHASE: SETUP"
- Phase.PHASE_COMBAT:
- phase_label.text = "PHASE: COMBAT"
- Phase.PHASE_LOOT:
- phase_label.text = "PHASE: LOOT"
- var waves_completed: int = 0:
- set(new_value):
- waves_completed = new_value
- wave_label.text = "WAVE: %d" % (new_value + 1)
- func _ready() -> void:
- waves_completed = 0
- phase = Phase.PHASE_SETUP
- overlay.visible = true
- transition.slide_out()
- await transition.game_fully_visible
- func _process(_delta: float) -> void:
- if Input.is_action_pressed("ui_cancel"):
- go_to_main_menu()
- if phase == Phase.PHASE_COMBAT:
- if get_foes().is_empty():
- end_combat()
- func go_to_main_menu() -> void:
- var tree = get_tree()
- transition.text = ""
- tree.paused = true
- transition.slide_in()
- await transition.game_fully_hidden
- tree.change_scene_to_packed(main_menu)
- tree.paused = false
- func spawn_bot(spawn: Marker2D) -> void:
- var bot: Bot = bot_scene.instantiate()
- bot.global_position = spawn.global_position
- bot.visible = false
- add_child(bot)
- func get_foes() -> Array[Area2D]:
- var foes: Array[Area2D] = []
- foes.assign(get_tree().get_nodes_in_group("foe"))
- return foes
- func get_survivors() -> Array[Area2D]:
- var survivors: Array[Area2D] = []
- survivors.assign(get_tree().get_nodes_in_group("survivor"))
- return survivors
- func get_waiting_foes() -> Array[Area2D]:
- return get_foes().filter(func (foe): return not foe.visible)
- func get_active_foes() -> Array[Area2D]:
- return get_foes().filter(func (foe): return foe.visible)
-
- func activate_foe() -> void:
- var foes = get_waiting_foes()
- if not foes.is_empty():
- foes.pick_random().visible = true
- func reset_survivors() -> void:
- var survivors = get_survivors()
- for survivor in survivors:
- survivor.reparent(self)
- for survivor in survivors:
- player_spawn.drop(survivor)
- survivor.position = Vector2.ZERO
- func _on_timer_timeout() -> void:
- activate_foe()
- func base_hit() -> void:
- health_bar.health -= 1
- if health_bar.health == 0:
- game_over()
- func game_over() -> void:
- spawn_timer.stop()
- var foes = get_tree().get_nodes_in_group("foe")
- for foe in foes:
- foe.queue_free()
-
- var gos: GameOver = game_over_scene.instantiate()
- gos.message = "YOU DIED AFTER\nCOMPLETING %d WAVES!" % waves_completed
- ui_root.add_child(gos)
- await gos.closed
-
- go_to_main_menu()
- func _on_base_area_entered(area: Area2D) -> void:
- if area.is_in_group("foe") || area.is_in_group("foe_weapons"):
- base_hit()
- func start_combat() -> void:
- for n in (waves_completed + 1):
- var spawner = spawn_points.pick_random()
- spawn_bot(spawner)
- spawn_timer.wait_time = 3.5
- spawn_timer.start()
- combat_start_sound.play()
- activate_foe()
- func end_combat() -> void:
- phase = Phase.PHASE_LOOT
- next_phase_button.disabled = false
- next_phase_button.text = "ACCEPT"
- spawn_timer.stop()
- combat_end_sound.play()
- func _on_next_phase_button_pressed() -> void:
- match phase:
- Phase.PHASE_SETUP:
- phase = Phase.PHASE_COMBAT
- next_phase_button.disabled = true
- start_combat()
- Phase.PHASE_COMBAT:
- pass # this should not happen
- Phase.PHASE_LOOT:
- var next_wave = waves_completed + 2
- transition.transition("WAVE %d" % next_wave, func ():
- self.waves_completed += 1
- self.phase = Phase.PHASE_SETUP
- self.next_phase_button.text = "NEXT PHASE"
- self.reset_survivors()
- )
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