678 lines
22 KiB
GDScript
678 lines
22 KiB
GDScript
extends Node3D
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const PLAYER_SCENE := preload("res://scenes/Player.tscn")
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const ENEMY_SCENE := preload("res://scenes/Enemy.tscn")
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const ROCK_SCENE := preload("res://scenes/Rock.tscn")
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const STICK_SCENE := preload("res://scenes/Stick.tscn")
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const LEVEL_SCENE := preload("res://scenes/Level.tscn")
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const CAM_DIST := 8.0
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const MOUSE_SENS := 0.18
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const PITCH_MIN := 5.0
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const PITCH_MAX := 70.0
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const SPAWN_TIME := 10
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var arena_size: float = 14.0
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var cam_yaw: float = 0.0
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var cam_pitch: float = 28.0
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@onready var spawn_timer: Timer = $SpawnTimer
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var player: CharacterBody3D
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var camera: Camera3D
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var wave: int = 1
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var score: int = 0
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var kills: int = 0
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var kills_for_next: int = 10
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var game_active: bool = false
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var upgrading: bool = false
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# Tutorial
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var tutorial_canvas: CanvasLayer
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var tutorial_image: TextureRect
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var tutorial_hint: Label
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var tutorial_hint_ready: bool = false
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var tutorial_active: bool = false
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var tutorial_on_dismiss: Callable = Callable()
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var shown_tutorials: Dictionary = {}
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# UI nodes
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var canvas: CanvasLayer
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var score_label: Label
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var wave_label: Label
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var tier_label: Label
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var hp_bar: ColorRect
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var hp_bar_bg: ColorRect
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var progress_bar: ColorRect
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var progress_bg: ColorRect
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var upgrade_panel: Panel
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var gameover_panel: Panel
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# Equipment slots
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var equip_fills: Array[ColorRect] = []
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var equip_labels: Array[Label] = []
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var _equip_prev_tiers: Array[int] = [-1, -1, -1]
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func _ready() -> void:
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_spawn_level()
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_create_camera()
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_create_ui()
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_create_tutorial_overlay()
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_spawn_player()
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_spawn_rocks()
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_spawn_sticks()
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add_to_group("main")
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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show_tutorial("Tutorial_StartGame", _start_game)
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func _input(event: InputEvent) -> void:
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if tutorial_active:
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return
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var motion := event as InputEventMouseMotion
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if motion != null and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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cam_yaw -= motion.relative.x * MOUSE_SENS
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cam_pitch += motion.relative.y * MOUSE_SENS
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cam_pitch = clampf(cam_pitch, PITCH_MIN, PITCH_MAX)
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if event.is_action_pressed("ui_cancel"):
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# ─── Level ────────────────────────────────────────────────────────────────────
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func _spawn_level() -> void:
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var level := LEVEL_SCENE.instantiate()
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add_child(level)
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var sz = level.get("arena_size")
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if sz != null:
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arena_size = float(sz)
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# ─── Camera ───────────────────────────────────────────────────────────────────
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func _create_camera() -> void:
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camera = Camera3D.new()
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camera.fov = 70.0
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add_child(camera)
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func _process(delta: float) -> void:
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if is_instance_valid(player):
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var yaw_r: float = deg_to_rad(cam_yaw)
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var pitch_r: float = deg_to_rad(cam_pitch)
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var offset := Vector3(
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sin(yaw_r) * cos(pitch_r) * CAM_DIST,
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sin(pitch_r) * CAM_DIST,
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cos(yaw_r) * cos(pitch_r) * CAM_DIST
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)
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var look_at_pos := player.global_position + Vector3(0, 0.8, 0)
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camera.global_position = camera.global_position.lerp(look_at_pos + offset, 14.0 * delta)
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camera.look_at(look_at_pos, Vector3.UP)
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
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player.set_aim_direction(deg_to_rad(cam_yaw))
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_update_tier_label()
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# ─── Rocks ────────────────────────────────────────────────────────────────────
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var rocks_on_field: int = 0
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var rocks_pending: int = 0
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func _get_rock_limit() -> int:
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return mini(2 + (wave + 1) / 2, 7)
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func _spawn_rocks() -> void:
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var limit := _get_rock_limit()
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for i in range(limit):
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_spawn_single_rock()
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var sticks_on_field: int = 0
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var sticks_pending: int = 0
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const STICK_LIMIT := 2
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func _spawn_sticks() -> void:
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for i in range(STICK_LIMIT):
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_spawn_single_stick()
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func _spawn_single_stick() -> void:
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var stick := STICK_SCENE.instantiate()
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stick.position = _safe_item_position()
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add_child(stick)
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stick.connect("destroyed", _on_stick_destroyed)
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sticks_on_field += 1
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func _on_stick_destroyed() -> void:
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sticks_on_field = maxi(0, sticks_on_field - 1)
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if not game_active:
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return
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if sticks_on_field + sticks_pending < STICK_LIMIT:
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sticks_pending += 1
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await get_tree().create_timer(20.0).timeout
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sticks_pending -= 1
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if game_active:
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_spawn_single_stick()
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func _spawn_single_rock() -> void:
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var rock := ROCK_SCENE.instantiate()
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rock.position = _safe_item_position()
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add_child(rock)
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rock.connect("destroyed", _on_rock_destroyed)
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rocks_on_field += 1
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func _safe_item_position() -> Vector3:
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var player_pos := player.global_position if is_instance_valid(player) else Vector3.ZERO
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for _attempt in range(30):
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var angle := randf() * TAU
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var dist := randf_range(4.0, arena_size - 2.0)
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var pos := Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
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if player_pos.distance_to(pos) < 4.5:
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continue
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var clear := true
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for r in get_tree().get_nodes_in_group("kickable"):
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if (r as Node3D).global_position.distance_to(pos) < 1.5:
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clear = false
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break
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if clear:
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return pos
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var a := randf() * TAU
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return Vector3(cos(a) * (arena_size - 2.5), 0.0, sin(a) * (arena_size - 2.5))
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func _on_rock_destroyed() -> void:
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rocks_on_field = maxi(0, rocks_on_field - 1)
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if not game_active:
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return
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if rocks_on_field + rocks_pending < _get_rock_limit():
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rocks_pending += 1
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await get_tree().create_timer(20.0).timeout
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rocks_pending -= 1
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if game_active:
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_spawn_single_rock()
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func _check_rock_slots() -> void:
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var gap := _get_rock_limit() - rocks_on_field - rocks_pending
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for i in range(gap):
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_spawn_single_rock()
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# ─── Player ───────────────────────────────────────────────────────────────────
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func _spawn_player() -> void:
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player = PLAYER_SCENE.instantiate() as CharacterBody3D
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player.position = Vector3(0, 0, 0)
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player.connect("died", _on_player_died)
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player.connect("health_changed", _on_health_changed)
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add_child(player)
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# ─── Game flow ────────────────────────────────────────────────────────────────
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func _start_game() -> void:
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game_active = true
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wave = 1
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score = 0
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kills = 0
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kills_for_next = 10
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Enemy.first_leather_spawned = false
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Enemy.first_iron_spawned = false
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Enemy.first_essence_spawned = false
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_update_labels()
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spawn_timer.wait_time = 1.4
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spawn_timer.connect("timeout", _on_spawn_timer)
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spawn_timer.start()
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func _on_spawn_timer() -> void:
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if not game_active or upgrading:
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return
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_spawn_enemy()
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spawn_timer.wait_time = SPAWN_TIME # max(0.25, 1.4 - wave * 0.07)
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func _spawn_enemy() -> void:
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var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
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add_child(enemy)
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# Pick type based on wave
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var pool: Array[String] = ["slime"]
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if wave >= 4: pool.append("bat")
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if wave >= 7: pool.append("ogre")
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var type: String = pool[randi() % pool.size()]
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enemy.setup(type, wave)
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enemy.target = player
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enemy.connect("died", _on_enemy_died)
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enemy.connect("merged", _on_enemy_merged)
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# Spawn at random edge
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var side := randi() % 4
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var r := randf_range(-(arena_size - 1.0), arena_size - 1.0)
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match side:
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0: enemy.position = Vector3(r, 0, -(arena_size - 0.5))
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1: enemy.position = Vector3(r, 0, (arena_size - 0.5))
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2: enemy.position = Vector3(-(arena_size - 0.5), 0, r)
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3: enemy.position = Vector3( (arena_size - 0.5), 0, r)
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func add_bonus_score(amount: int) -> void:
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score += amount
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_update_labels()
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func _on_enemy_died(points: int) -> void:
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score += points
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kills += 1
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_update_labels()
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_update_progress()
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if kills >= kills_for_next:
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kills = 0
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kills_for_next = int(kills_for_next * 1.6)
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wave += 1
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_check_rock_slots()
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_show_upgrade()
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func _spawn_upgraded_enemy(pos: Vector3, type: String, level: int, w: int) -> CharacterBody3D:
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var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
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add_child(enemy)
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enemy.setup(type, w)
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enemy.target = player
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enemy.enemy_level = level
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enemy.kick_tier = level
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enemy.toughness_tier = level
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enemy.call("_update_label")
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enemy.global_position = pos
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enemy.connect("died", _on_enemy_died)
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enemy.connect("merged", _on_enemy_merged)
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var tw := enemy.create_tween()
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var s: float = 1.0 + level * 0.3
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tw.tween_property(enemy.mesh_node, "scale", Vector3(s, s, s), 0.2)
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var col_shape := enemy.get_node_or_null("CollisionShape3D") as CollisionShape3D
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if col_shape != null and col_shape.shape != null:
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var s3d: BoxShape3D = col_shape.shape as BoxShape3D
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var old_size: Vector3 = s3d.size
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col_shape.shape = BoxShape3D.new()
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(col_shape.shape as BoxShape3D).size = old_size * s
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var color := Color(1.0, 1.0, 0.5) if level > 2 else Color(1.0, 0.9, 0.3)
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tw.tween_property(enemy.mat, "albedo_color", color, 0.25)
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#var bs := scale
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#tw.tween_property(enemy.mesh_node, "scale", Vector3(bs * 1.6, bs * 0.25, bs * 1.6), 0.07)
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#tw.tween_property(enemy.mesh_node, "scale", Vector3(bs, bs, bs), 0.22)
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return enemy
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func _on_enemy_merged(_upgrade: bool) -> void:
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pass
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func _on_player_died() -> void:
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game_active = false
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spawn_timer.stop()
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_show_gameover()
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func _on_health_changed(cur: int, mx: int) -> void:
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hp_bar.size.x = 200.0 * float(cur) / float(mx)
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# ─── Upgrades ─────────────────────────────────────────────────────────────────
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const UPGRADES := [
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{"id": "kick_force", "name": "💥 Stronger Kick", "desc": "Enemies fly farther"},
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{"id": "kick_range", "name": "🌐 Wider Kick", "desc": "Bigger kick area"},
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{"id": "kick_cooldown", "name": "⚡ Faster Kick", "desc": "Kick more often"},
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{"id": "move_speed", "name": "💨 Fleet Foot", "desc": "Move faster"},
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{"id": "max_health", "name": "❤️ Vitality", "desc": "+30 max HP"},
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]
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func _show_upgrade() -> void:
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upgrading = true
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get_tree().paused = true
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upgrade_panel.visible = true
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# Pick 3 random upgrades
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var pool: Array = UPGRADES.duplicate()
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pool.shuffle()
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var choices: Array = pool.slice(0, 3)
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for i in range(3):
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var btn := upgrade_panel.get_node("VBox/Btn%d" % i) as Button
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if i < choices.size():
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var upg: Dictionary = choices[i]
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btn.text = "%s\n%s" % [upg["name"], upg["desc"]]
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btn.visible = true
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# Disconnect old signals
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for conn in btn.get_signal_connection_list("pressed"):
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btn.disconnect("pressed", conn["callable"])
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var uid: String = upg["id"]
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btn.connect("pressed", _pick_upgrade.bind(uid))
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else:
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btn.visible = false
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func _pick_upgrade(id: String) -> void:
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player.apply_upgrade(id)
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upgrade_panel.visible = false
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get_tree().paused = false
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upgrading = false
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_update_labels()
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func _show_gameover() -> void:
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gameover_panel.visible = true
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var lbl := gameover_panel.get_node("VBox/ScoreLabel") as Label
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lbl.text = "Score: %d\nWave: %d" % [score, wave]
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func _restart() -> void:
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get_tree().paused = false
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get_tree().reload_current_scene()
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# ─── Tutorial ─────────────────────────────────────────────────────────────────
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func _create_tutorial_overlay() -> void:
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tutorial_canvas = CanvasLayer.new()
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tutorial_canvas.process_mode = Node.PROCESS_MODE_ALWAYS
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tutorial_canvas.visible = false
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add_child(tutorial_canvas)
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var bg := ColorRect.new()
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bg.color = Color(0.0, 0.0, 0.0, 0.78)
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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tutorial_canvas.add_child(bg)
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tutorial_image = TextureRect.new()
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tutorial_image.anchor_left = 0.1
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tutorial_image.anchor_right = 0.9
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tutorial_image.anchor_top = 0.07
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tutorial_image.anchor_bottom = 0.84
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tutorial_image.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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tutorial_image.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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tutorial_canvas.add_child(tutorial_image)
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tutorial_hint = Label.new()
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tutorial_hint.anchor_left = 0.5
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tutorial_hint.anchor_right = 0.5
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tutorial_hint.anchor_top = 0.88
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tutorial_hint.offset_left = -280
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tutorial_hint.offset_right = 280
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tutorial_hint.text = "Нажмите ЛКМ чтобы продолжить"
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tutorial_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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tutorial_hint.add_theme_font_size_override("font_size", 22)
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tutorial_hint.add_theme_color_override("font_color", Color.WHITE)
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tutorial_hint.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.9))
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tutorial_hint.add_theme_constant_override("shadow_offset_x", 2)
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tutorial_hint.add_theme_constant_override("shadow_offset_y", 2)
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tutorial_hint.visible = false
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tutorial_canvas.add_child(tutorial_hint)
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var click_cap := Control.new()
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click_cap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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click_cap.mouse_filter = Control.MOUSE_FILTER_STOP
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click_cap.process_mode = Node.PROCESS_MODE_ALWAYS
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click_cap.connect("gui_input", _on_tutorial_input)
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tutorial_canvas.add_child(click_cap)
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func _on_tutorial_input(event: InputEvent) -> void:
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if not tutorial_hint_ready:
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return
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var mb := event as InputEventMouseButton
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if mb != null and mb.button_index == MOUSE_BUTTON_LEFT and mb.pressed:
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_dismiss_tutorial()
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func _set_enemies_paused(paused: bool) -> void:
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var mode := Node.PROCESS_MODE_DISABLED if paused else Node.PROCESS_MODE_PAUSABLE
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for e in get_tree().get_nodes_in_group("enemies"):
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(e as Node).process_mode = mode
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spawn_timer.paused = paused
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func show_tutorial(key: String, on_dismiss: Callable = Callable()) -> void:
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if shown_tutorials.get(key, false):
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if on_dismiss.is_valid():
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on_dismiss.call()
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return
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shown_tutorials[key] = true
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var path := "res://assets/%s.jpeg" % key
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tutorial_image.texture = load(path) if ResourceLoader.exists(path) else null
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tutorial_on_dismiss = on_dismiss
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tutorial_hint_ready = false
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tutorial_hint.visible = false
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tutorial_canvas.visible = true
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tutorial_active = true
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_set_enemies_paused(true)
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await get_tree().create_timer(3.0).timeout
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tutorial_hint.visible = true
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tutorial_hint_ready = true
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func _dismiss_tutorial() -> void:
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tutorial_canvas.visible = false
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tutorial_active = false
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_set_enemies_paused(false)
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if tutorial_on_dismiss.is_valid():
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tutorial_on_dismiss.call()
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# ─── UI ───────────────────────────────────────────────────────────────────────
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func _create_ui() -> void:
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canvas = CanvasLayer.new()
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canvas.process_mode = Node.PROCESS_MODE_ALWAYS
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add_child(canvas)
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_make_hud()
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_make_upgrade_panel()
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_make_gameover_panel()
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func _make_hud() -> void:
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# Score
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score_label = _label(Vector2(12, 10), "Score: 0", 22)
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# Wave
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wave_label = _label(Vector2(12, 38), "Wave: 1", 22)
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# HP bar
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_label(Vector2(12, 68), "HP", 16)
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hp_bar_bg = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.25, 0.04, 0.04))
|
|
hp_bar = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.9, 0.15, 0.15))
|
|
|
|
# Kill progress toward next upgrade
|
|
_label(Vector2(12, 110), "Next upgrade", 16)
|
|
progress_bg = _crect(Vector2(12, 130), Vector2(200, 10), Color(0.1, 0.1, 0.25))
|
|
progress_bar = _crect(Vector2(12, 130), Vector2(0, 10), Color(0.4, 0.8, 1.0))
|
|
|
|
# Tier display
|
|
tier_label = _label(Vector2(12, 148), "", 17)
|
|
|
|
_make_equipment_slots()
|
|
|
|
func _make_upgrade_panel() -> void:
|
|
upgrade_panel = Panel.new()
|
|
upgrade_panel.process_mode = Node.PROCESS_MODE_ALWAYS
|
|
upgrade_panel.visible = false
|
|
canvas.add_child(upgrade_panel)
|
|
|
|
# Center with explicit anchors (420x300)
|
|
upgrade_panel.anchor_left = 0.5
|
|
upgrade_panel.anchor_right = 0.5
|
|
upgrade_panel.anchor_top = 0.5
|
|
upgrade_panel.anchor_bottom = 0.5
|
|
upgrade_panel.offset_left = -210.0
|
|
upgrade_panel.offset_right = 210.0
|
|
upgrade_panel.offset_top = -150.0
|
|
upgrade_panel.offset_bottom = 150.0
|
|
|
|
var vbox := VBoxContainer.new()
|
|
vbox.name = "VBox"
|
|
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
|
vbox.add_theme_constant_override("separation", 12)
|
|
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
upgrade_panel.add_child(vbox)
|
|
|
|
var title := Label.new()
|
|
title.text = "LEVEL UP! Choose an upgrade:"
|
|
title.add_theme_font_size_override("font_size", 20)
|
|
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
vbox.add_child(title)
|
|
|
|
for i in range(3):
|
|
var btn := Button.new()
|
|
btn.name = "Btn%d" % i
|
|
btn.custom_minimum_size = Vector2(380, 60)
|
|
btn.add_theme_font_size_override("font_size", 16)
|
|
btn.process_mode = Node.PROCESS_MODE_ALWAYS
|
|
vbox.add_child(btn)
|
|
|
|
func _make_gameover_panel() -> void:
|
|
gameover_panel = Panel.new()
|
|
gameover_panel.process_mode = Node.PROCESS_MODE_ALWAYS
|
|
gameover_panel.visible = false
|
|
canvas.add_child(gameover_panel)
|
|
|
|
# Center with explicit anchors (360x240)
|
|
gameover_panel.anchor_left = 0.5
|
|
gameover_panel.anchor_right = 0.5
|
|
gameover_panel.anchor_top = 0.5
|
|
gameover_panel.anchor_bottom = 0.5
|
|
gameover_panel.offset_left = -180.0
|
|
gameover_panel.offset_right = 180.0
|
|
gameover_panel.offset_top = -120.0
|
|
gameover_panel.offset_bottom = 120.0
|
|
|
|
var vbox := VBoxContainer.new()
|
|
vbox.name = "VBox"
|
|
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
|
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
vbox.add_theme_constant_override("separation", 16)
|
|
gameover_panel.add_child(vbox)
|
|
|
|
var title := Label.new()
|
|
title.text = "GAME OVER"
|
|
title.add_theme_font_size_override("font_size", 32)
|
|
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
vbox.add_child(title)
|
|
|
|
var score_lbl := Label.new()
|
|
score_lbl.name = "ScoreLabel"
|
|
score_lbl.add_theme_font_size_override("font_size", 20)
|
|
score_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
vbox.add_child(score_lbl)
|
|
|
|
var restart_btn := Button.new()
|
|
restart_btn.text = "Play Again"
|
|
restart_btn.add_theme_font_size_override("font_size", 18)
|
|
restart_btn.process_mode = Node.PROCESS_MODE_ALWAYS
|
|
restart_btn.connect("pressed", _restart)
|
|
vbox.add_child(restart_btn)
|
|
|
|
# ─── Equipment slots ──────────────────────────────────────────────────────────
|
|
|
|
const _EQUIP_SLOT_SIZE := 54
|
|
const _EQUIP_SLOT_GAP := 8
|
|
const _EQUIP_SLOT_PAD := 3
|
|
const _EQUIP_START_X := 12
|
|
const _EQUIP_START_Y := 170
|
|
const _EQUIP_EMPTY_COL := Color(0.10, 0.10, 0.16)
|
|
const _EQUIP_BORDER_COL := Color(0.30, 0.30, 0.42)
|
|
|
|
# [slot_index][tier] = [fill_color, label_text]
|
|
const _EQUIP_DATA := [
|
|
[ # shield
|
|
[Color(0.10, 0.10, 0.16), ""],
|
|
[Color(0.55, 0.38, 0.18), "Wood\nShield"],
|
|
[Color(0.55, 0.58, 0.62), "Iron\nShield"],
|
|
],
|
|
[ # armor (toughness_tier)
|
|
[Color(0.10, 0.10, 0.16), ""],
|
|
[Color(0.76, 0.47, 0.18), "Leather\nArmor"],
|
|
[Color(0.58, 0.68, 1.00), "Metal\nArmor"],
|
|
],
|
|
[ # boots (kick_tier)
|
|
[Color(0.10, 0.10, 0.16), ""],
|
|
[Color(0.76, 0.47, 0.18), "Leather\nBoots"],
|
|
[Color(0.58, 0.68, 1.00), "Plate\nBoots"],
|
|
[Color(0.75, 0.18, 1.00), "Magic\nBoots"],
|
|
],
|
|
]
|
|
|
|
func _make_equipment_slots() -> void:
|
|
var titles := ["Shield", "Armor", "Boots"]
|
|
for i in range(3):
|
|
var x := _EQUIP_START_X + i * (_EQUIP_SLOT_SIZE + _EQUIP_SLOT_GAP)
|
|
var y := _EQUIP_START_Y
|
|
|
|
var title := _label(Vector2(x, y), titles[i], 12)
|
|
title.size.x = _EQUIP_SLOT_SIZE
|
|
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
|
|
var border := ColorRect.new()
|
|
border.position = Vector2(x, y + 16)
|
|
border.size = Vector2(_EQUIP_SLOT_SIZE, _EQUIP_SLOT_SIZE)
|
|
border.color = _EQUIP_BORDER_COL
|
|
canvas.add_child(border)
|
|
|
|
var fill := ColorRect.new()
|
|
fill.position = Vector2(x + _EQUIP_SLOT_PAD, y + 16 + _EQUIP_SLOT_PAD)
|
|
fill.size = Vector2(_EQUIP_SLOT_SIZE - _EQUIP_SLOT_PAD * 2, _EQUIP_SLOT_SIZE - _EQUIP_SLOT_PAD * 2)
|
|
fill.color = _EQUIP_EMPTY_COL
|
|
canvas.add_child(fill)
|
|
equip_fills.append(fill)
|
|
|
|
var lbl := Label.new()
|
|
lbl.position = fill.position
|
|
lbl.size = fill.size
|
|
lbl.text = ""
|
|
lbl.add_theme_font_size_override("font_size", 11)
|
|
lbl.add_theme_color_override("font_color", Color.WHITE)
|
|
lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.85))
|
|
lbl.add_theme_constant_override("shadow_offset_x", 1)
|
|
lbl.add_theme_constant_override("shadow_offset_y", 1)
|
|
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
|
lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
|
canvas.add_child(lbl)
|
|
equip_labels.append(lbl)
|
|
|
|
func _update_equipment_slots() -> void:
|
|
if not is_instance_valid(player):
|
|
return
|
|
var tiers := [
|
|
player.get("shield_tier") as int,
|
|
player.get("toughness_tier") as int,
|
|
player.get("kick_tier") as int,
|
|
]
|
|
for i in range(3):
|
|
var tier: int = tiers[i]
|
|
if tier == _equip_prev_tiers[i]:
|
|
continue
|
|
_equip_prev_tiers[i] = tier
|
|
var data: Array = _EQUIP_DATA[i]
|
|
var entry: Array = data[clampi(tier, 0, data.size() - 1)]
|
|
equip_fills[i].color = entry[0] as Color
|
|
equip_labels[i].text = entry[1] as String
|
|
if tier > 0:
|
|
var tw := create_tween()
|
|
tw.tween_property(equip_fills[i], "color", Color.WHITE, 0.06)
|
|
tw.tween_property(equip_fills[i], "color", entry[0] as Color, 0.22)
|
|
|
|
# ─── UI helpers ───────────────────────────────────────────────────────────────
|
|
|
|
func _label(pos: Vector2, text: String, size: int) -> Label:
|
|
var lbl := Label.new()
|
|
lbl.position = pos
|
|
lbl.text = text
|
|
lbl.add_theme_font_size_override("font_size", size)
|
|
lbl.add_theme_color_override("font_color", Color.WHITE)
|
|
lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.8))
|
|
lbl.add_theme_constant_override("shadow_offset_x", 2)
|
|
lbl.add_theme_constant_override("shadow_offset_y", 2)
|
|
canvas.add_child(lbl)
|
|
return lbl
|
|
|
|
func _crect(pos: Vector2, sz: Vector2, col: Color) -> ColorRect:
|
|
var r := ColorRect.new()
|
|
r.position = pos
|
|
r.size = sz
|
|
r.color = col
|
|
canvas.add_child(r)
|
|
return r
|
|
|
|
func _update_labels() -> void:
|
|
score_label.text = "Score: %d" % score
|
|
wave_label.text = "Wave: %d" % wave
|
|
|
|
func _update_progress() -> void:
|
|
var t := float(kills) / float(kills_for_next)
|
|
progress_bar.size.x = 200.0 * t
|
|
|
|
func _update_tier_label() -> void:
|
|
if not is_instance_valid(player):
|
|
return
|
|
var kt: int = player.get("kick_tier")
|
|
var tt: int = player.get("toughness_tier")
|
|
var st: int = player.get("shield_tier")
|
|
var shield_str := "-" if st == 0 else str(st)
|
|
tier_label.text = "Kick: %d Tough: %d Shield: %s" % [kt, tt, shield_str]
|
|
_update_equipment_slots()
|