godot-demo-projects/mono/dodge_the_creeps/Main.cs

94 lines
2.9 KiB
C#

using Godot;
public partial 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 { get; set; }
#pragma warning restore 649
private int _score;
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", Node.MethodName.QueueFree);
_score = 0;
var player = GetNode<Player>("Player");
var startPosition = GetNode<Marker2D>("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();
}
private void OnStartTimerTimeout()
{
GetNode<Timer>("MobTimer").Start();
GetNode<Timer>("ScoreTimer").Start();
}
private void OnScoreTimerTimeout()
{
_score++;
GetNode<HUD>("HUD").UpdateScore(_score);
}
// We also specified this function name in PascalCase in the editor's connection window.
private 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 Mob and PathFollow2D, since they appear later on the line.
if (MobScene is null)
{
GD.PrintErr("Mob scene is not set. You need to set it in the inspector.");
return;
}
// Create a new instance of the Mob scene.
Mob mob = MobScene.Instantiate<Mob>();
// Choose a random location on Path2D.
var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation");
mobSpawnLocation.ProgressRatio = GD.Randf();
// 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);
// Spawn the mob by adding it to the Main scene.
AddChild(mob);
}
}