1 | extends Node
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2 |
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3 | # The path to the title screen scene
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4 | const MAIN_MENU_PATH = "res://Main_Menu.tscn"
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5 |
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6 |
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7 | # ------------------------------------
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8 | # All of the GUI/UI related variables
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9 |
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10 | # The popup scene, and a variable to hold the popup
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11 | const POPUP_SCENE = preload("res://Pause_Popup.tscn")
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12 | var popup = null
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13 |
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14 | const DEAD_SCENE = preload("res://Dead_Popup.tscn")
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15 | var dead = null
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16 |
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17 | # A canvas layer node so our GUI/UI is always drawn on top
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18 | var canvas_layer = null
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19 |
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20 | # The debug display scene, and a variable to hold the debug display
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21 | const DEBUG_DISPLAY_SCENE = preload("res://Debug_Display.tscn")
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22 | var debug_display = null
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23 |
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24 | # ------------------------------------
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25 |
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26 |
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27 | # A variable to hold all of the respawn points in a level
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28 | var respawn_points = null
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29 |
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30 | # A variable to hold the mouse sensitivity (so Player.gd can load it)
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31 | var mouse_sensitivity = 0.08
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32 |
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33 |
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34 | # ------------------------------------
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35 | # All of the audio files.
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36 |
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37 | # You will need to provide your own sound files.
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38 | # One site I'd recommend is GameSounds.xyz. I'm using Sonniss' GDC Game Audio bundle for 2017.
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39 | # The tracks I've used (with some minor editing) are as follows:
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40 | # Gamemaster audio gun sound pack:
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41 | # gun_revolver_pistol_shot_04,
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42 | # gun_semi_auto_rifle_cock_02,
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43 | # gun_submachine_auto_shot_00_automatic_preview_01
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44 | var audio_clips = {
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45 | "pistol_shot":null, #preload("res://path_to_your_audio_here!")
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46 | "rifle_shot":null, #preload("res://path_to_your_audio_here!")
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47 | "gun_cock":null, #preload("res://path_to_your_audio_here!")
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48 | }
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49 |
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50 | # The simple audio player scene
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51 | const SIMPLE_AUDIO_PLAYER_SCENE = preload("res://Simple_Audio_Player.tscn")
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52 |
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53 | # A list to hold all of the created audio nodes
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54 | var created_audio = []
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55 |
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56 | # Config file key bindings
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57 | var keybind_filepath = "res://config/keybinds.ini"
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58 | var keybind_configfile
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59 | var keybinds = {}
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60 |
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61 | # ------------------------------------
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62 |
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63 | func _ready():
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64 | # Randomize the random number generator, so we get random values
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65 | randomize()
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66 |
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67 | # Make a new canvas layer.
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68 | # This is so our popup always appears on top of everything else
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69 | canvas_layer = CanvasLayer.new()
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70 | add_child(canvas_layer)
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71 |
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72 | # Loads in the keybindings
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73 | keybind_configfile = ConfigFile.new()
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74 | if keybind_configfile.load(keybind_filepath) == OK:
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75 | for key in keybind_configfile.get_section_keys("keybinds"):
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76 | var key_value = keybind_configfile.get_value("keybinds", key)
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77 | if str(key_value) != "":
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78 | keybinds[key] = key_value
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79 | else:
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80 | keybinds[key] = null
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81 | print(key, " : ", OS.get_scancode_string(key_value))
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82 | else:
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83 | print("Keybinds Config File Not Found")
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84 |
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85 | set_game_binds()
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86 |
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87 | # Set the keybinds
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88 | func set_game_binds():
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89 | for key in keybinds.keys():
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90 | var value = keybinds[key]
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91 |
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92 | var actionlist = InputMap.get_action_list(key)
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93 | if !actionlist.empty():
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94 | InputMap.action_erase_event(key, actionlist[0])
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95 |
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96 | if value != null:
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97 | var new_key = InputEventKey.new()
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98 | new_key.set_scancode(value)
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99 | InputMap.action_add_event(key, new_key)
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100 |
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101 | func write_config():
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102 | for key in keybinds.keys():
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103 | var key_value = keybinds[key]
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104 | if key_value != null:
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105 | keybind_configfile.set_value("keybinds", key, key_value)
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106 | else:
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107 | keybind_configfile.set_value("keybinds", key, "")
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108 | keybind_configfile.save(keybind_filepath)
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109 |
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110 | func get_respawn_position():
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111 | # If we do not have any respawn points, return origin
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112 | if respawn_points == null:
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113 | return Vector3(0, 0, 0)
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114 | # If we have respawn points, get a random one and return it's global position
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115 | else:
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116 | var respawn_point = rand_range(0, respawn_points.size()-1)
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117 | return respawn_points[respawn_point].global_transform.origin
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118 |
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119 |
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120 | func load_new_scene(new_scene_path):
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121 | # Set respawn points to null so when/if we get to a level with no respawn points,
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122 | # we do not respawn at the respawn points in the level prior.
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123 | respawn_points = null
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124 |
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125 | # Delete all of the sounds
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126 | for sound in created_audio:
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127 | if (sound != null):
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128 | sound.queue_free()
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129 | created_audio.clear()
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130 |
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131 | # Change scenes
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132 | get_tree().change_scene(new_scene_path)
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133 |
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134 |
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135 | func _process(delta):
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136 | # If ui_cancel is pressed, we want to open a popup if one is not already open
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137 | if Input.is_action_just_pressed("ui_cancel"):
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138 | if popup == null:
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139 | # Make a new popup scene
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140 | popup = POPUP_SCENE.instance()
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141 |
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142 | # Connect the signals
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143 | popup.get_node("Button_quit").connect("pressed", self, "popup_quit")
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144 | popup.connect("popup_hide", self, "popup_closed")
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145 | popup.get_node("Button_resume").connect("pressed", self, "popup_closed")
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146 |
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147 | # Add it as a child, and make it pop up in the center of the screen
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148 | canvas_layer.add_child(popup)
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149 | popup.popup_centered()
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150 |
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151 | # Make sure the mouse is visible
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152 | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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153 |
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154 | # Pause the game
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155 | get_tree().paused = true
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156 |
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157 |
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158 | func popup_closed():
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159 | # Unpause the game
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160 | get_tree().paused = false
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161 |
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162 | # If we have a popup, destoy it
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163 | if popup != null:
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164 | popup.queue_free()
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165 | popup = null
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166 |
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167 | func popup_quit():
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168 | get_tree().paused = false
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169 |
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170 | # Make sure the mouse is visible
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171 | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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172 |
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173 | # If we have a popup, destoy it
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174 | if popup != null:
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175 | popup.queue_free()
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176 | popup = null
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177 |
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178 | # Go back to the title screen scene
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179 | load_new_scene(MAIN_MENU_PATH)
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180 |
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181 |
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182 | func set_debug_display(display_on):
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183 | # If we are turning off the debug display
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184 | if display_on == false:
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185 | # If we have a debug display, then free it and set debug_display to null
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186 | if debug_display != null:
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187 | debug_display.queue_free()
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188 | debug_display = null
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189 | # If we are turning on the debug display
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190 | else:
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191 | # If we do not have a debug display, instance/spawn a new one and set it to debug_display
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192 | if debug_display == null:
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193 | debug_display = DEBUG_DISPLAY_SCENE.instance()
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194 | canvas_layer.add_child(debug_display)
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195 |
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196 |
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197 | func play_sound(sound_name, loop_sound=false, sound_position=null):
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198 | # If we have a audio clip with with the name sound_name
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199 | if audio_clips.has(sound_name):
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200 | # Make a new simple audio player and set it's looping variable to the loop_sound
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201 | var new_audio = SIMPLE_AUDIO_PLAYER_SCENE.instance()
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202 | new_audio.should_loop = loop_sound
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203 |
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204 | # Add it as a child and add it to created_audio
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205 | add_child(new_audio)
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206 | created_audio.append(new_audio)
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207 |
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208 | # Send the newly created simple audio player the audio stream and sound position
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209 | new_audio.play_sound(audio_clips[sound_name], sound_position)
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210 |
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211 | # If we do not have an audio clip with the name sound_name, print a error message
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212 | else:
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213 | print ("ERROR: cannot play sound that does not exist in audio_clips!")
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214 |
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215 |
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