Browse Source

Rename switch_charge to charge (reflecting usage)

master
Luna 7 years ago
parent
commit
47cf538a96
10 changed files with 43 additions and 40 deletions
  1. +3
    -3
      scripts/ability_icon.gd
  2. +3
    -3
      scripts/ai.gd
  3. +1
    -1
      scripts/hero_select.gd
  4. +2
    -2
      scripts/heroes/0.gd
  5. +3
    -3
      scripts/heroes/1.gd
  6. +7
    -4
      scripts/heroes/3.gd
  7. +1
    -1
      scripts/heroes/4.gd
  8. +2
    -2
      scripts/heroes/5.gd
  9. +1
    -1
      scripts/heroes/5_portal.gd
  10. +20
    -20
      scripts/player.gd

+ 3
- 3
scripts/ability_icon.gd View File

@ -42,10 +42,10 @@ func _process(delta):
else:
if display_progress:
if cost == 0:
bar.value = 100 if hero.switch_charge > 0 else 0
bar.value = 100 if hero.charge > 0 else 0
else:
bar.value = 100 * hero.switch_charge / cost
if hero.switch_charge > cost:
bar.value = 100 * hero.charge / cost
if hero.charge > cost:
available.show()
else:
available.hide()

+ 3
- 3
scripts/ai.gd View File

@ -24,8 +24,8 @@ func _physics_process(delta):
func set_spawn():
get_node("..").set_translation(str2var(recording.spawn))
print(recording.switch_charge)
get_node("..").switch_charge = str2var(recording.switch_charge)
print(recording.charge)
get_node("..").charge = str2var(recording.charge)
func read_recording():
@ -80,7 +80,7 @@ func play_keys():
# events[0][0] is first event's TIME
if recording.events.size() == 0:
get_node("..").spawn() # This may cause spawn twice, I hope this isn't a problem
# get_node("..").switch_charge = 0 # This needs to reset so the recording is accurate
# get_node("..").charge = 0 # This needs to reset so the recording is accurate
read_recording()
while float(recording.events[0][0]) <= time:
# events[0][1] is first event's EVENT


+ 1
- 1
scripts/hero_select.gd View File

@ -10,7 +10,7 @@ const hero_names = [
]
const hero_text = [
"DILIGENCE.\n\nWallride by jumping on walls.\n\nHold left click to go faster (but spend switch charge).",
"DILIGENCE.\n\nWallride by jumping on walls.\n\nHold left click to go faster (but spend charge).",
"WRATH.\n\nPress E and click (or just click) to build a wall.\n\nRight click to destroy one.",
"LUST.\n\nYou attract nearby heroes.\n\nPress E to switch to repelling them.",
"GENEROSITY.\n\nMake contact with a friend to boost their speed.\n\nPress E to separate.",


+ 2
- 2
scripts/heroes/0.gd View File

@ -24,7 +24,7 @@ func control_player(state):
var boost_strength = 2
var boost_drain = 25 # Recall increased charge must be factored in
var cost = boost_drain * state.step
if get_node("MasterOnly/Boost").is_pressed() and switch_charge > cost:
if get_node("MasterOnly/Boost").is_pressed() and charge > cost:
walk_speed *= 2
air_accel *= 3
build_charge(-cost)
@ -60,7 +60,7 @@ func wallride(state):
apply_impulse(Vector3(), air_accel * aim[2] * get_mass())
# Allow jumping (for wall hopping!)
if Input.is_action_just_pressed("jump"):
var build_factor = 1 + switch_charge * wallride_leap_build
var build_factor = 1 + charge * wallride_leap_build
var jump_impulse = build_factor * wallride_leap_side * last_wall_normal
jump_impulse.y += build_factor * wallride_leap_height
set_gravity_scale(1) # Jumping requires gravity


+ 3
- 3
scripts/heroes/1.gd View File

@ -15,7 +15,7 @@ func _ready():
func _process(delta):
if is_network_master():
var can_build = switch_charge > place_wall_ability.cost
var can_build = charge > place_wall_ability.cost
if can_build:
if placement.place_input():
build_charge(-place_wall_ability.cost)
@ -42,8 +42,8 @@ func on_looked_at(who, delta):
if who.player_info.is_right_team != player_info.is_right_team:
var subtracted = who.build_charge(-looked_at_charge_suck * delta)
build_charge(-subtracted)
# We rset our switch_charge because otherwise it won't be acknowledged
# We rset our charge because otherwise it won't be acknowledged
# because we're not master
# The *PICKER* is master, we're slave! Well, let's flip that for a mo'
rset("switch_charge", switch_charge)
rset("charge", charge)

+ 7
- 4
scripts/heroes/3.gd View File

@ -37,9 +37,12 @@ func _process(delta):
rpc("unmerge")
if merged:
# Subtract and then add, so we can continously add this
switch_charge -= boost_charge
boost_charge = merged.switch_charge - original_charge
build_charge(boost_charge)
# We don't use build_charge because this is delicate math
charge -= boost_charge
boost_charge = merged.charge - original_charge
charge += boost_charge
# Network the changes
build_charge(0)
func control_player(state):
if !merged:
@ -85,7 +88,7 @@ func set_boosted(node, is_boosted):
node.walk_speed *= ratio
node.air_accel *= ratio
if is_boosted:
original_charge = node.switch_charge
original_charge = node.charge
boost_charge = 0
sync func merge(node_name):


+ 1
- 1
scripts/heroes/4.gd View File

@ -35,7 +35,7 @@ func _process(delta):
destroy_ability.cost = looking_at.destroy_cost
destroy_ability.disabled = false
if Input.is_action_just_pressed("primary_ability"):
if switch_charge > looking_at.destroy_cost:
if charge > looking_at.destroy_cost:
build_charge(-looking_at.destroy_cost)
looking_at.rpc("destroy")
else:


+ 2
- 2
scripts/heroes/5.gd View File

@ -27,9 +27,9 @@ func _process(delta):
if is_network_master():
var is_second = placement.placed.size() % 2 != 0
var portal_crosshair = second_crosshair if is_second else first_crosshair
var crosshair = no_portal_crosshair if switch_charge < portal_ability.cost else portal_crosshair
var crosshair = no_portal_crosshair if charge < portal_ability.cost else portal_crosshair
get_node("MasterOnly/Crosshair").set_text(crosshair)
var can_build = switch_charge > portal_ability.cost
var can_build = charge > portal_ability.cost
if placement.place_input(radius, can_build, true) and is_second:
build_charge(-portal_ability.cost)


+ 1
- 1
scripts/heroes/5_portal.gd View File

@ -57,7 +57,7 @@ func player_collided(with, player):
func portal(player):
if player.player_info.is_right_team == maker_node.player_info.is_right_team:
if other:
if maker_node.switch_charge > -portal_charge:
if maker_node.charge > -portal_charge:
var spawn_distance = 1.75
# Find a sane place to spawn
# -Z is in the direction of the portal


+ 20
- 20
scripts/player.gd View File

@ -18,11 +18,11 @@ var air_accel = .1 # m/s/s
var floor_friction = 1-0.08
var air_friction = 1-0.03
var walk_speed_build = 0.006 # `walk_speed` per `switch_charge`
var air_speed_build = 0.006 # `air_accel` per `switch_charge`
var walk_speed_build = 0.006 # `walk_speed` per `charge`
var air_speed_build = 0.006 # `air_accel` per `charge`
sync var switch_charge = 0
var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
sync var charge = 0
var charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
var movement_charge = 0.15 # In percent per meter (except when heroes change that)
# Nodes
@ -71,7 +71,7 @@ func _input(event):
if "record" in player_info:
recording.events.append([recording.time, event_to_obj(event)])
if Input.is_action_just_pressed("enable_cheats"):
switch_charge = 199
charge = 199
func _process(delta):
# All player code not caused by input, and not causing movement
@ -79,7 +79,7 @@ func _process(delta):
# Check falling (cancel charge and respawn)
var fall_height = -400 # This is essentially the respawn timer
var switch_height = -150 # At this point, stop adding to switch_charge. This makes falls not charge you too much
var switch_height = -150 # At this point, stop adding to charge. This makes falls not charge you too much
var vel = get_linear_velocity()
if translation.y < switch_height:
vel.y = 0 # Don't gain charge from falling when below switch_height
@ -87,17 +87,17 @@ func _process(delta):
if get_translation().y < fall_height:
rpc("spawn")
# Update switch charge GUI
switch_text.set_text("%d%%" % int(switch_charge)) # We truncate, rather than round, so that switch is displayed AT 100%
if switch_charge >= 100:
# Update charge GUI
switch_text.set_text("%d%%" % int(charge)) # We truncate, rather than round, so that switch is displayed AT 100%
if charge >= 100:
switch_hero_action.show()
else:
switch_hero_action.hide()
if switch_charge > switch_charge_cap:
if charge > charge_cap:
# There is however a cap
switch_charge = switch_charge_cap
switch_bar.value = switch_charge
switch_bar_extra.value = switch_charge - 100
charge = charge_cap
switch_bar.value = charge
switch_bar_extra.value = charge - 100
# AI recording
if "record" in player_info:
@ -140,10 +140,10 @@ func build_charge(amount):
amount *= uncapped_advantage
else:
# Only build down to 0
amount = max(amount, -switch_charge)
switch_charge += amount
amount = max(amount, -charge)
charge += amount
if is_network_master():
rset_unreliable("switch_charge", switch_charge)
rset_unreliable("charge", charge)
return amount
sync func spawn():
@ -163,7 +163,7 @@ sync func spawn():
placement.z += rand_range(0, z_varies)
recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
recording.spawn = var2str(placement)
recording.switch_charge = var2str(switch_charge)
recording.charge = var2str(charge)
set_transform(Basis())
set_translation(placement)
set_linear_velocity(Vector3())
@ -274,7 +274,7 @@ func control_player(state):
var floor_velocity = Vector3()
var object = ray.get_collider()
var accel = (1 + switch_charge * walk_speed_build) * walk_speed
var accel = (1 + charge * walk_speed_build) * walk_speed
state.apply_impulse(Vector3(), direction * accel * get_mass())
var lin_v = state.get_linear_velocity()
lin_v.x *= floor_friction
@ -285,7 +285,7 @@ func control_player(state):
state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
else:
var accel = (1 + switch_charge * air_speed_build) * air_accel
var accel = (1 + charge * air_speed_build) * air_accel
state.apply_impulse(Vector3(), direction * accel * get_mass())
var lin_v = state.get_linear_velocity()
lin_v.x *= air_friction
@ -295,7 +295,7 @@ func control_player(state):
state.integrate_forces()
func switch_hero_interface():
if switch_charge >= 100:
if charge >= 100:
# Interface needs the mouse!
toggle_mouse_capture()
# Pause so if we have walls and such nothing funny happens


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