source: Studio/Globals.gd@ 3c8ca52

sandbox
Last change on this file since 3c8ca52 was 3c8ca52, checked in by Kevin Chapman <victory2b@…>, 3 years ago

(WIP) About to remove pause menu for testing.

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File size: 6.2 KB
Line 
1extends Node
2
3# The path to the title screen scene
4const 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
11const POPUP_SCENE = preload("res://Pause_Popup.tscn")
12var popup = null
13
14const DEAD_SCENE = preload("res://Dead_Popup.tscn")
15var dead = null
16
17# A canvas layer node so our GUI/UI is always drawn on top
18var canvas_layer = null
19
20# The debug display scene, and a variable to hold the debug display
21const DEBUG_DISPLAY_SCENE = preload("res://Debug_Display.tscn")
22var debug_display = null
23
24# ------------------------------------
25
26
27# A variable to hold all of the respawn points in a level
28var respawn_points = null
29
30# A variable to hold the mouse sensitivity (so Player.gd can load it)
31var mouse_sensitivity = 0.08
32
33
34# ------------------------------------
35# All of the audio files.
36
37# You will need to provide your own sound files.
38# One site I'd recommend is GameSounds.xyz. I'm using Sonniss' GDC Game Audio bundle for 2017.
39# The tracks I've used (with some minor editing) are as follows:
40# Gamemaster audio gun sound pack:
41# gun_revolver_pistol_shot_04,
42# gun_semi_auto_rifle_cock_02,
43# gun_submachine_auto_shot_00_automatic_preview_01
44var audio_clips = {
45 "pistol_shot":null, #preload("res://path_to_your_audio_here!")
46 "rifle_shot":null, #preload("res://path_to_your_audio_here!")
47 "gun_cock":null, #preload("res://path_to_your_audio_here!")
48}
49
50# The simple audio player scene
51const SIMPLE_AUDIO_PLAYER_SCENE = preload("res://Simple_Audio_Player.tscn")
52
53# A list to hold all of the created audio nodes
54var created_audio = []
55
56# Config file key bindings
57var keybind_filepath = "res://config/keybinds.ini"
58var keybind_configfile
59var keybinds = {}
60
61# ------------------------------------
62
63func _ready():
64 # Randomize the random number generator, so we get random values
65 randomize()
66
67 # Make a new canvas layer.
68 # This is so our popup always appears on top of everything else
69 canvas_layer = CanvasLayer.new()
70 add_child(canvas_layer)
71
72 # Loads in the keybindings
73 keybind_configfile = ConfigFile.new()
74 if keybind_configfile.load(keybind_filepath) == OK:
75 for key in keybind_configfile.get_section_keys("keybinds"):
76 var key_value = keybind_configfile.get_value("keybinds", key)
77 if str(key_value) != "":
78 keybinds[key] = key_value
79 else:
80 keybinds[key] = null
81 print(key, " : ", OS.get_scancode_string(key_value))
82 else:
83 print("Keybinds Config File Not Found")
84
85 set_game_binds()
86
87# Set the keybinds
88func set_game_binds():
89 for key in keybinds.keys():
90 var value = keybinds[key]
91
92 var actionlist = InputMap.get_action_list(key)
93 if !actionlist.empty():
94 InputMap.action_erase_event(key, actionlist[0])
95
96 if value != null:
97 var new_key = InputEventKey.new()
98 new_key.set_scancode(value)
99 InputMap.action_add_event(key, new_key)
100
101func write_config():
102 for key in keybinds.keys():
103 var key_value = keybinds[key]
104 if key_value != null:
105 keybind_configfile.set_value("keybinds", key, key_value)
106 else:
107 keybind_configfile.set_value("keybinds", key, "")
108 keybind_configfile.save(keybind_filepath)
109
110func get_respawn_position():
111 # If we do not have any respawn points, return origin
112 if respawn_points == null:
113 return Vector3(0, 0, 0)
114 # If we have respawn points, get a random one and return it's global position
115 else:
116 var respawn_point = rand_range(0, respawn_points.size()-1)
117 return respawn_points[respawn_point].global_transform.origin
118
119
120func load_new_scene(new_scene_path):
121 # Set respawn points to null so when/if we get to a level with no respawn points,
122 # we do not respawn at the respawn points in the level prior.
123 respawn_points = null
124
125 # Delete all of the sounds
126 for sound in created_audio:
127 if (sound != null):
128 sound.queue_free()
129 created_audio.clear()
130
131 # Change scenes
132 get_tree().change_scene(new_scene_path)
133
134
135func _process(delta):
136 # If ui_cancel is pressed, we want to open a popup if one is not already open
137 if Input.is_action_just_pressed("ui_cancel"):
138 if popup == null:
139 # Make a new popup scene
140 popup = POPUP_SCENE.instance()
141
142 # Connect the signals
143 popup.get_node("Button_quit").connect("pressed", self, "popup_quit")
144 popup.connect("popup_hide", self, "popup_closed")
145 popup.get_node("Button_resume").connect("pressed", self, "popup_closed")
146
147 # Add it as a child, and make it pop up in the center of the screen
148 canvas_layer.add_child(popup)
149 popup.popup_centered()
150
151 # Make sure the mouse is visible
152 Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
153
154 # Pause the game
155 get_tree().paused = true
156
157
158func popup_closed():
159 # Unpause the game
160 get_tree().paused = false
161
162 # If we have a popup, destoy it
163 if popup != null:
164 popup.queue_free()
165 popup = null
166
167func popup_quit():
168 get_tree().paused = false
169
170 # Make sure the mouse is visible
171 Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
172
173 # If we have a popup, destoy it
174 if popup != null:
175 popup.queue_free()
176 popup = null
177
178 # Go back to the title screen scene
179 load_new_scene(MAIN_MENU_PATH)
180
181
182func set_debug_display(display_on):
183 # If we are turning off the debug display
184 if display_on == false:
185 # If we have a debug display, then free it and set debug_display to null
186 if debug_display != null:
187 debug_display.queue_free()
188 debug_display = null
189 # If we are turning on the debug display
190 else:
191 # If we do not have a debug display, instance/spawn a new one and set it to debug_display
192 if debug_display == null:
193 debug_display = DEBUG_DISPLAY_SCENE.instance()
194 canvas_layer.add_child(debug_display)
195
196
197func play_sound(sound_name, loop_sound=false, sound_position=null):
198 # If we have a audio clip with with the name sound_name
199 if audio_clips.has(sound_name):
200 # Make a new simple audio player and set it's looping variable to the loop_sound
201 var new_audio = SIMPLE_AUDIO_PLAYER_SCENE.instance()
202 new_audio.should_loop = loop_sound
203
204 # Add it as a child and add it to created_audio
205 add_child(new_audio)
206 created_audio.append(new_audio)
207
208 # Send the newly created simple audio player the audio stream and sound position
209 new_audio.play_sound(audio_clips[sound_name], sound_position)
210
211 # If we do not have an audio clip with the name sound_name, print a error message
212 else:
213 print ("ERROR: cannot play sound that does not exist in audio_clips!")
214
215
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