pandemonium_demo_projects/mono/dodge_the_creeps/Main.cs

91 lines
2.6 KiB
C#

using Godot;
public class Main : Node
{
#pragma warning disable 649
// We assign this in the editor, so we don't need the warning about not being assigned.
[Export]
public PackedScene mobScene;
#pragma warning restore 649
public int score;
public override void _Ready()
{
GD.Randomize();
}
public void GameOver()
{
GetNode<Timer>("MobTimer").Stop();
GetNode<Timer>("ScoreTimer").Stop();
GetNode<HUD>("HUD").ShowGameOver();
GetNode<AudioStreamPlayer>("Music").Stop();
GetNode<AudioStreamPlayer>("DeathSound").Play();
}
public void NewGame()
{
// Note that for calling Godot-provided methods with strings,
// we have to use the original Godot snake_case name.
GetTree().CallGroup("mobs", "queue_free");
score = 0;
var player = GetNode<Player>("Player");
var startPosition = GetNode<Position2D>("StartPosition");
player.Start(startPosition.Position);
GetNode<Timer>("StartTimer").Start();
var hud = GetNode<HUD>("HUD");
hud.UpdateScore(score);
hud.ShowMessage("Get Ready!");
GetNode<AudioStreamPlayer>("Music").Play();
}
public void OnStartTimerTimeout()
{
GetNode<Timer>("MobTimer").Start();
GetNode<Timer>("ScoreTimer").Start();
}
public void OnScoreTimerTimeout()
{
score++;
GetNode<HUD>("HUD").UpdateScore(score);
}
public void OnMobTimerTimeout()
{
// Note: Normally it is best to use explicit types rather than the `var`
// keyword. However, var is acceptable to use here because the types are
// obviously PathFollow2D and Mob, since they appear later on the line.
// Choose a random location on Path2D.
var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation");
mobSpawnLocation.Offset = GD.Randi();
// Create a Mob instance and add it to the scene.
var mob = (Mob)mobScene.Instance();
AddChild(mob);
// Set the mob's direction perpendicular to the path direction.
float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;
// Set the mob's position to a random location.
mob.Position = mobSpawnLocation.Position;
// Add some randomness to the direction.
direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;
// Choose the velocity for the mob.
var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0);
mob.LinearVelocity = velocity.Rotated(direction);
}
}