merge
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45
Player/Inventory.gd
Normal file
45
Player/Inventory.gd
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@@ -0,0 +1,45 @@
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extends Node
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signal update_currency(amount)
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var __currency: int
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var __weapons: Array
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var __accessories: Array
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var __categories: Dictionary
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func _ready() -> void:
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self.__currency = 100
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self.__weapons = []
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self.__accessories = []
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self.__categories = {
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'Weapon': self.__weapons,
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'Accessory': self.__accessories}
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return
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func get_currency() -> int:
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return self.__currency
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func add_currency(amount: int) -> void:
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self.__currency += amount
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emit_signal('update_currency', self.__currency)
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return
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func add(item) -> void:
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self.__categories[item.type].append(item)
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return
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func discard(item) -> void:
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var index: int = 0
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for itr in self.__categories[item.type]:
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if itr.equals(item):
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self.__categories[item.type].remove(index)
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break
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index += 1
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return
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6
Player/Inventory.tscn
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6
Player/Inventory.tscn
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://Player/Inventory.gd" type="Script" id=1]
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[node name="Inventory" type="Node"]
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script = ExtResource( 1 )
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16
Player/Item.gd
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16
Player/Item.gd
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@@ -0,0 +1,16 @@
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# Item Class
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var name: String
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var type: String
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func _init(name: String, type: String) -> void:
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self.name = name
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self.type = type
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return
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func equals(other) -> bool:
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if(self.name == other.name and self.type == other.type):
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return true
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return false
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@@ -12,65 +12,65 @@ var velocity: Vector2 = Vector2.ZERO
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func _physics_process(delta: float) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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var input_vector: Vector2 = Vector2.ZERO
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input_vector.x = Input.get_action_strength('player_right') \
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- Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') \
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- Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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input_vector.x = Input.get_action_strength('player_right') \
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- Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') \
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- Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func load_hud(node: CanvasLayer) -> void:
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($Inventory.get_currency())
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return
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($Inventory.get_currency())
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return
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func add_currency(amount: int) -> void:
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$Inventory.add_currency(amount)
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return
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$Inventory.add_currency(amount)
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return
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func _on_Inventory_update_currency(amount: int) -> void:
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hud.update_currency(amount)
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return
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hud.update_currency(amount)
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return
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func _on_Hitbox_body_entered(body: Node) -> void:
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if not 'enemies' in body.get_groups():
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return
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if not 'enemies' in body.get_groups():
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return
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if health_index != 0:
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health_index -= 1
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hud.update_health(HEALTH_SLICES[health_index])
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return
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if health_index != 0:
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health_index -= 1
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hud.update_health(HEALTH_SLICES[health_index])
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return
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed('screenshot'):
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var img: Image = get_viewport().get_texture().get_data()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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if event.is_action_pressed('screenshot'):
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var img: Image = get_viewport().get_texture().get_data()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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img.flip_y()
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img.flip_y()
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var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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var time_msecs: int = OS.get_system_time_msecs()
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var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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var time_msecs: int = OS.get_system_time_msecs()
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if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
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print('ERROR: Failed saving screenshot.')
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return
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if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
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print('ERROR: Failed saving screenshot.')
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return
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