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YokaiSurvive/GODOT/Main.gd

103 lines
3.4 KiB
GDScript

extends Node
export (PackedScene) var Ennemi
export (PackedScene) var Coin
var score
var vie = 3
var content_music
var content
func _ready():
var file = File.new()
var difficulty = "0.2"
file.open("res://settings_difficulty.txt", File.WRITE)
file.store_string(difficulty)
file.close()
$TimerEnnemi.set_wait_time(float(difficulty))
file.open("res://settings_music.txt", File.WRITE)
file.store_string("on")
file.close()
randomize()
func perdu():
$TimerScore.stop()
$TimerEnnemi.stop()
$TimerCoin.stop()
get_tree().call_group("ennemis", "queue_free") # supprime tous les ennemis restants dans le groupe "ennemis"
get_tree().call_group("coins", "queue_free") # pareil pour les pieces
$AudioStreamPlayer.stop()
if content_music == "on":
$AudioGameOver.play()
$Menu.show_partie_perdue()
$TextureRect.texture = load("res://imgs/background.png")
func nouvelle_partie():
score = 0
$Joueur.start($PositionDebut.position)
$TimerDebut.start()
vie = 3
$Vie.update_health(vie)
$Menu.update_score(score)
var file_music = File.new()
file_music.open("res://settings_music.txt", File.READ)
content_music = file_music.get_as_text()
file_music.close()
if content_music == "on":
$AudioStreamPlayer.play()
$AudioGameOver.stop()
$Menu.show_message("Des ennemis arrivent...")
$TextureRect.texture = load("res://imgs/background_ig.png")
# lecture des paramètres
var file = File.new()
file.open("res://settings_difficulty.txt", File.READ)
content = file.get_as_text()
file.close()
$TimerEnnemi.set_wait_time(float(content))
func _on_TimerEnnemi_timeout():
$Path2D/SpawnEnnemi.offset = randi() # Choisi un endroit aléatoire sur Path2D (autour de l'écran)
var ennemi = Ennemi.instance() # créer une instance d'un ennemi
add_child(ennemi) # ajout de l'ennemi à la scène
var direction = $Path2D/SpawnEnnemi.rotation + PI / 2 # direction de l'ennemi perpendiculaire à sa trajectoire
ennemi.position = $Path2D/SpawnEnnemi.position # fait spawn l'ennemi à l'endroit aléatoire
direction += rand_range(-deg2rad(45), deg2rad(45)) # ajout d'un aléatoire de 90° dans la direction
if ennemi.type_ennemi == "oeil":
ennemi.rotation = direction # l'ennemi regarde devant lui
ennemi.linear_velocity = Vector2(rand_range(ennemi.min_vitesse, ennemi.max_vitesse), 0) # vitesse de l'ennemi
ennemi.linear_velocity = ennemi.linear_velocity.rotated(direction) # direction de l'ennemi
func _on_TimerDebut_timeout(): # démarre les autres timers
$TimerEnnemi.start()
$TimerCoin.start()
$TimerScore.start()
func _on_TimerCoin_timeout():
$Path2D/SpawnEnnemi.offset = randi()
var coin = Coin.instance()
add_child(coin)
var direction = $Path2D/SpawnEnnemi.rotation + PI / 2
coin.position = $Path2D/SpawnEnnemi.position
direction += rand_range(-deg2rad(45), deg2rad(45))
coin.linear_velocity = Vector2(rand_range(coin.min_vitesse, coin.max_vitesse), 0)
coin.linear_velocity = coin.linear_velocity.rotated(direction)
func _on_TimerScore_timeout(): # augmente le score de 1 toutes les secondes (correspond au wait time)
score += 1
$Menu.update_score(score)
func piece():
score += 5
if content_music == "on":
$AudioPiece.play()
$Menu.update_score(score)
get_tree().call_group("coins", "queue_free") # supprime les pieces
func _on_Joueur_touche():
if not $TimerIsostasieVie.time_left > 0:
vie -= 1
$Vie.update_health(vie)
$TimerIsostasieVie.start()
func _on_Menu_musicoff():
$AudioGameOver.stop()