valencia-rail-rush/player.gd

135 lines
3.2 KiB
GDScript

extends CharacterBody3D
signal station_reached
const BASE_STAMINA = 50
const BASE_SPEED = 20
const SPRINT_MULT = 1.6
const SLOW_MULT = 0.5
const STAMINA_COST = 15
const STAMINA_RECOVER = 10
const SCORE_RANK = {
"C": { "time": 10, "money": 500, "color": Color.BROWN },
"B": { "time": 20, "money": 1000, "color": Color.PURPLE },
"A": { "time": 30, "money": 1500, "color": Color.GREEN },
"S": { "time": 999, "money": 2000, "color": Color.YELLOW },
}
var pedestrian_area_count = 0
var max_stamina: float = BASE_STAMINA
var stamina: float = max_stamina
# ---- Pickups ----
const BASE_BONUS_TIME_AMOUNT = 30 # seconds
const BASE_SPEED_BOOST_FACTOR = 2
var bonus_time_amount: float = BASE_BONUS_TIME_AMOUNT # seconds
var speed_boost_factor: float = BASE_SPEED_BOOST_FACTOR
var stage_counter: int = 0
var is_active: bool = true
func _ready() -> void:
$Upgrades.update()
$Shop.upgrade_node = $Upgrades
$Shop.populate()
$Shop.visible = false
$FailControl.visible = false
$FinishControl.visible = false
is_active = true
$HUD.visible = true
$TimeLimit.start()
func _process(delta: float) -> void:
# On fail screen, ignore further input
if not is_active:
return
$HUD/StaminaRect.scale.x = stamina / max_stamina
$HUD/StageLabel.text = "Stage %d" % [stage_counter + 1]
var time_left = int($TimeLimit.time_left)
@warning_ignore("integer_division")
$HUD/TimeLimitLabel.text = "%02d:%02d" % [time_left/60, time_left - (time_left/60) * 60]
var dir = Input.get_vector("player_move_left", "player_move_right", "player_move_up", "player_move_down")
var speed: float = BASE_SPEED
if $SpeedBoostTimer.time_left > 0:
speed *= speed_boost_factor
if (pedestrian_area_count > 0):
speed *= SLOW_MULT
if Input.is_action_pressed("player_sprint") and stamina > 0:
stamina -= STAMINA_COST * delta
speed *= SPRINT_MULT
elif stamina <= max_stamina:
stamina += STAMINA_RECOVER * delta
self.velocity = Vector3(dir.x * speed, 0, dir.y * speed)
self.move_and_slide()
func _on_area_area_entered(area: Area3D) -> void:
if area.name == "PedestrianArea":
pedestrian_area_count += 1
print(pedestrian_area_count)
if area.name == "StationArea":
$FinishControl.visible = true
$HUD.visible = false
var scoreLbl = $FinishControl/ScoreLabel
for letter in SCORE_RANK:
var rank = SCORE_RANK[letter]
if $TimeLimit.time_left > rank["time"]:
continue
$Shop.available_money += rank["money"]
scoreLbl.text = letter
scoreLbl.add_theme_color_override("font_color", rank["color"])
break
$TimeLimit.stop()
is_active = false
func _on_area_area_exited(area: Area3D) -> void:
if area.name == "PedestrianArea":
pedestrian_area_count -= 1
print(pedestrian_area_count)
func _on_time_limit_timeout():
is_active = false
$FailControl.visible = true
$HUD.visible = false
func _on_retry_button_pressed():
stage_counter = 0
$FailControl.visible = false
$HUD.visible = true
station_reached.emit()
is_active = true
$TimeLimit.start()
stamina = max_stamina
func _on_continue_button_pressed():
$FinishControl.visible = false
$Shop.visible = true
func _on_shop_shop_exit() -> void:
is_active = true
$Shop.visible = false
stage_counter += 1
station_reached.emit()
$TimeLimit.start()
$HUD.visible = true
stamina = max_stamina