[f7b09c8] | 1 | extends Node
|
---|
| 2 |
|
---|
| 3 | # The path to the title screen scene
|
---|
| 4 | const MAIN_MENU_PATH = "res://Main_Menu.tscn"
|
---|
| 5 |
|
---|
| 6 |
|
---|
| 7 | # ------------------------------------
|
---|
| 8 | # All of the GUI/UI related variables
|
---|
| 9 |
|
---|
| 10 | # The popup scene, and a variable to hold the popup
|
---|
| 11 | const POPUP_SCENE = preload("res://Pause_Popup.tscn")
|
---|
| 12 | var popup = null
|
---|
| 13 |
|
---|
| 14 | # A canvas layer node so our GUI/UI is always drawn on top
|
---|
| 15 | var canvas_layer = null
|
---|
| 16 |
|
---|
| 17 | # The debug display scene, and a variable to hold the debug display
|
---|
| 18 | const DEBUG_DISPLAY_SCENE = preload("res://Debug_Display.tscn")
|
---|
| 19 | var debug_display = null
|
---|
| 20 |
|
---|
| 21 | # ------------------------------------
|
---|
| 22 |
|
---|
| 23 |
|
---|
| 24 | # A variable to hold all of the respawn points in a level
|
---|
| 25 | var respawn_points = null
|
---|
| 26 |
|
---|
| 27 | # A variable to hold the mouse sensitivity (so Player.gd can load it)
|
---|
| 28 | var mouse_sensitivity = 0.08
|
---|
| 29 | # A variable to hold the joypad sensitivity (so Player.gd can load it)
|
---|
| 30 | var joypad_sensitivity = 2
|
---|
| 31 |
|
---|
| 32 |
|
---|
| 33 | # ------------------------------------
|
---|
| 34 | # All of the audio files.
|
---|
| 35 |
|
---|
| 36 | # You will need to provide your own sound files.
|
---|
| 37 | # One site I'd recommend is GameSounds.xyz. I'm using Sonniss' GDC Game Audio bundle for 2017.
|
---|
| 38 | # The tracks I've used (with some minor editing) are as follows:
|
---|
| 39 | # Gamemaster audio gun sound pack:
|
---|
| 40 | # gun_revolver_pistol_shot_04,
|
---|
| 41 | # gun_semi_auto_rifle_cock_02,
|
---|
| 42 | # gun_submachine_auto_shot_00_automatic_preview_01
|
---|
| 43 | var audio_clips = {
|
---|
| 44 | "pistol_shot":null, #preload("res://path_to_your_audio_here!")
|
---|
| 45 | "rifle_shot":null, #preload("res://path_to_your_audio_here!")
|
---|
| 46 | "gun_cock":null, #preload("res://path_to_your_audio_here!")
|
---|
| 47 | }
|
---|
| 48 |
|
---|
| 49 | # The simple audio player scene
|
---|
| 50 | const SIMPLE_AUDIO_PLAYER_SCENE = preload("res://Simple_Audio_Player.tscn")
|
---|
| 51 |
|
---|
| 52 | # A list to hold all of the created audio nodes
|
---|
| 53 | var created_audio = []
|
---|
| 54 |
|
---|
| 55 | # ------------------------------------
|
---|
| 56 |
|
---|
| 57 |
|
---|
| 58 | func _ready():
|
---|
| 59 | # Randomize the random number generator, so we get random values
|
---|
| 60 | randomize()
|
---|
| 61 |
|
---|
| 62 | # Make a new canvas layer.
|
---|
| 63 | # This is so our popup always appears on top of everything else
|
---|
| 64 | canvas_layer = CanvasLayer.new()
|
---|
| 65 | add_child(canvas_layer)
|
---|
| 66 |
|
---|
| 67 |
|
---|
| 68 |
|
---|
| 69 | func get_respawn_position():
|
---|
| 70 | # If we do not have any respawn points, return origin
|
---|
| 71 | if respawn_points == null:
|
---|
| 72 | return Vector3(0, 0, 0)
|
---|
| 73 | # If we have respawn points, get a random one and return it's global position
|
---|
| 74 | else:
|
---|
| 75 | var respawn_point = rand_range(0, respawn_points.size()-1)
|
---|
| 76 | return respawn_points[respawn_point].global_transform.origin
|
---|
| 77 |
|
---|
| 78 |
|
---|
| 79 | func load_new_scene(new_scene_path):
|
---|
| 80 | # Set respawn points to null so when/if we get to a level with no respawn points,
|
---|
| 81 | # we do not respawn at the respawn points in the level prior.
|
---|
| 82 | respawn_points = null
|
---|
| 83 |
|
---|
| 84 | # Delete all of the sounds
|
---|
| 85 | for sound in created_audio:
|
---|
| 86 | if (sound != null):
|
---|
| 87 | sound.queue_free()
|
---|
| 88 | created_audio.clear()
|
---|
| 89 |
|
---|
| 90 | # Change scenes
|
---|
| 91 | get_tree().change_scene(new_scene_path)
|
---|
| 92 |
|
---|
| 93 |
|
---|
| 94 | func _process(delta):
|
---|
| 95 | # If ui_cancel is pressed, we want to open a popup if one is not already open
|
---|
| 96 | if Input.is_action_just_pressed("ui_cancel"):
|
---|
| 97 | if popup == null:
|
---|
| 98 | # Make a new popup scene
|
---|
| 99 | popup = POPUP_SCENE.instance()
|
---|
| 100 |
|
---|
| 101 | # Connect the signals
|
---|
| 102 | popup.get_node("Button_quit").connect("pressed", self, "popup_quit")
|
---|
| 103 | popup.connect("popup_hide", self, "popup_closed")
|
---|
| 104 | popup.get_node("Button_resume").connect("pressed", self, "popup_closed")
|
---|
| 105 |
|
---|
| 106 | # Add it as a child, and make it pop up in the center of the screen
|
---|
| 107 | canvas_layer.add_child(popup)
|
---|
| 108 | popup.popup_centered()
|
---|
| 109 |
|
---|
| 110 | # Make sure the mouse is visible
|
---|
| 111 | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
---|
| 112 |
|
---|
| 113 | # Pause the game
|
---|
| 114 | get_tree().paused = true
|
---|
| 115 |
|
---|
| 116 |
|
---|
| 117 | func popup_closed():
|
---|
| 118 | # Unpause the game
|
---|
| 119 | get_tree().paused = false
|
---|
| 120 |
|
---|
| 121 | # If we have a popup, destoy it
|
---|
| 122 | if popup != null:
|
---|
| 123 | popup.queue_free()
|
---|
| 124 | popup = null
|
---|
| 125 |
|
---|
| 126 | func popup_quit():
|
---|
| 127 | get_tree().paused = false
|
---|
| 128 |
|
---|
| 129 | # Make sure the mouse is visible
|
---|
| 130 | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
---|
| 131 |
|
---|
| 132 | # If we have a popup, destoy it
|
---|
| 133 | if popup != null:
|
---|
| 134 | popup.queue_free()
|
---|
| 135 | popup = null
|
---|
| 136 |
|
---|
| 137 | # Go back to the title screen scene
|
---|
| 138 | load_new_scene(MAIN_MENU_PATH)
|
---|
| 139 |
|
---|
| 140 |
|
---|
| 141 | func set_debug_display(display_on):
|
---|
| 142 | # If we are turning off the debug display
|
---|
| 143 | if display_on == false:
|
---|
| 144 | # If we have a debug display, then free it and set debug_display to null
|
---|
| 145 | if debug_display != null:
|
---|
| 146 | debug_display.queue_free()
|
---|
| 147 | debug_display = null
|
---|
| 148 | # If we are turning on the debug display
|
---|
| 149 | else:
|
---|
| 150 | # If we do not have a debug display, instance/spawn a new one and set it to debug_display
|
---|
| 151 | if debug_display == null:
|
---|
| 152 | debug_display = DEBUG_DISPLAY_SCENE.instance()
|
---|
| 153 | canvas_layer.add_child(debug_display)
|
---|
| 154 |
|
---|
| 155 |
|
---|
| 156 | func play_sound(sound_name, loop_sound=false, sound_position=null):
|
---|
| 157 | # If we have a audio clip with with the name sound_name
|
---|
| 158 | if audio_clips.has(sound_name):
|
---|
| 159 | # Make a new simple audio player and set it's looping variable to the loop_sound
|
---|
| 160 | var new_audio = SIMPLE_AUDIO_PLAYER_SCENE.instance()
|
---|
| 161 | new_audio.should_loop = loop_sound
|
---|
| 162 |
|
---|
| 163 | # Add it as a child and add it to created_audio
|
---|
| 164 | add_child(new_audio)
|
---|
| 165 | created_audio.append(new_audio)
|
---|
| 166 |
|
---|
| 167 | # Send the newly created simple audio player the audio stream and sound position
|
---|
| 168 | new_audio.play_sound(audio_clips[sound_name], sound_position)
|
---|
| 169 |
|
---|
| 170 | # If we do not have an audio clip with the name sound_name, print a error message
|
---|
| 171 | else:
|
---|
| 172 | print ("ERROR: cannot play sound that does not exist in audio_clips!")
|
---|
| 173 |
|
---|
| 174 |
|
---|