diff --git a/scripts/ability_icon.gd b/scripts/ability_icon.gd index 886f9db..7ff9ecb 100644 --- a/scripts/ability_icon.gd +++ b/scripts/ability_icon.gd @@ -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() diff --git a/scripts/ai.gd b/scripts/ai.gd index 2b54a34..0aba6c8 100644 --- a/scripts/ai.gd +++ b/scripts/ai.gd @@ -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 diff --git a/scripts/hero_select.gd b/scripts/hero_select.gd index ebb7b3c..a180f51 100644 --- a/scripts/hero_select.gd +++ b/scripts/hero_select.gd @@ -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.", diff --git a/scripts/heroes/0.gd b/scripts/heroes/0.gd index 862e3b2..efaf9ca 100644 --- a/scripts/heroes/0.gd +++ b/scripts/heroes/0.gd @@ -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 diff --git a/scripts/heroes/1.gd b/scripts/heroes/1.gd index 8733b31..71a00c5 100644 --- a/scripts/heroes/1.gd +++ b/scripts/heroes/1.gd @@ -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) diff --git a/scripts/heroes/3.gd b/scripts/heroes/3.gd index 7f5229e..4372adb 100644 --- a/scripts/heroes/3.gd +++ b/scripts/heroes/3.gd @@ -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): diff --git a/scripts/heroes/4.gd b/scripts/heroes/4.gd index 15221bc..2e239e3 100644 --- a/scripts/heroes/4.gd +++ b/scripts/heroes/4.gd @@ -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: diff --git a/scripts/heroes/5.gd b/scripts/heroes/5.gd index 875beb4..2e54d64 100644 --- a/scripts/heroes/5.gd +++ b/scripts/heroes/5.gd @@ -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) diff --git a/scripts/heroes/5_portal.gd b/scripts/heroes/5_portal.gd index 757f7d9..a5010f2 100644 --- a/scripts/heroes/5_portal.gd +++ b/scripts/heroes/5_portal.gd @@ -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 diff --git a/scripts/player.gd b/scripts/player.gd index 479ca9e..24e2c79 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -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