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Increase respawn time, but don't increase charge

master
Luna 7 years ago
parent
commit
c1f4dfd590
5 changed files with 11 additions and 4 deletions
  1. +2
    -0
      scripts/heroes/0.gd
  2. +2
    -0
      scripts/heroes/3.gd
  3. +0
    -1
      scripts/objective.gd
  4. +6
    -2
      scripts/player.gd
  5. +1
    -1
      scripts/tp_camera.gd

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

@ -15,6 +15,8 @@ func _ready():
air_accel *= 2 air_accel *= 2
jump_speed *= 1 jump_speed *= 1
air_speed_build *= 2 air_speed_build *= 2
# Since movement is the only ability of this hero, it builds charge more
movement_charge *= 2
func control_player(state): func control_player(state):
.control_player(state) .control_player(state)


+ 2
- 0
scripts/heroes/3.gd View File

@ -1,3 +1,5 @@
# Hero three boosts a friend, making them faster
extends "res://scripts/player.gd" extends "res://scripts/player.gd"
var merge_power = .75 var merge_power = .75


+ 0
- 1
scripts/objective.gd View File

@ -58,7 +58,6 @@ func _process(delta):
update_count += delta update_count += delta
if is_network_master() and update_count > update_frequency: if is_network_master() and update_count > update_frequency:
update_count = 0 update_count = 0
print("updatey counts")
rset("left", left) rset("left", left)
rset("right", right) rset("right", right)


+ 6
- 2
scripts/player.gd View File

@ -1,4 +1,5 @@
# Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd # Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
# All heroes extend from here. Implements all common behavior
extends RigidBody extends RigidBody
@ -19,7 +20,8 @@ sync var switch_charge = 0
var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher! var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
var movement_charge = 0.1 # In percent per meter (except when heroes change that) var movement_charge = 0.1 # In percent per meter (except when heroes change that)
const fall_height = -50
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 debug_node var debug_node
var recording var recording
@ -74,9 +76,11 @@ func _process(delta):
# All player code not caused by input, and not causing movement # All player code not caused by input, and not causing movement
if is_network_master(): if is_network_master():
var vel = get_linear_velocity() var vel = get_linear_velocity()
if translation.y < switch_height:
vel.y = 0 # Don't gain charge from falling when below switch_height
switch_charge += movement_charge * vel.length() * delta switch_charge += movement_charge * vel.length() * delta
var switch_node = get_node("MasterOnly/SwitchCharge") var switch_node = get_node("MasterOnly/SwitchCharge")
switch_node.set_text("%.f%%" % switch_charge)
switch_node.set_text("%d%%" % int(switch_charge)) # We truncate, rather than round, so that switch is displayed AT 100%
if switch_charge >= 100: if switch_charge >= 100:
# Let switch_charge keep building, because we use it for walk_speed and things # Let switch_charge keep building, because we use it for walk_speed and things
switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge) switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)


+ 1
- 1
scripts/tp_camera.gd View File

@ -14,7 +14,7 @@ var cam_smooth_movement = true;
var cam_fov = 60.0; var cam_fov = 60.0;
var cam_view_sensitivity = 0.3; var cam_view_sensitivity = 0.3;
var cam_smooth_lerp = 10; var cam_smooth_lerp = 10;
var cam_pitch_minmax = Vector2(90, -90);
var cam_pitch_minmax = Vector2(89, -89);
var is_enabled = false; var is_enabled = false;
var collision_exception = []; var collision_exception = [];


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