Files
KickSurvivors/scripts/Main.gd
T
2026-04-23 11:23:43 +03:00

450 lines
15 KiB
GDScript

extends Node3D
const PLAYER_SCENE := preload("res://scenes/Player.tscn")
const ENEMY_SCENE := preload("res://scenes/Enemy.tscn")
const ROCK_SCENE := preload("res://scenes/Rock.tscn")
const STICK_SCENE := preload("res://scenes/Stick.tscn")
const LEVEL_SCENE := preload("res://scenes/Level.tscn")
const CAM_DIST := 8.0
const MOUSE_SENS := 0.18
const PITCH_MIN := 5.0
const PITCH_MAX := 70.0
const SPAWN_TIME := 10
var arena_size: float = 14.0
var cam_yaw: float = 0.0
var cam_pitch: float = 28.0
@onready var spawn_timer: Timer = $SpawnTimer
var player: CharacterBody3D
var camera: Camera3D
var wave: int = 1
var score: int = 0
var kills: int = 0
var kills_for_next: int = 10
var game_active: bool = false
var upgrading: bool = false
# UI nodes
var canvas: CanvasLayer
var score_label: Label
var wave_label: Label
var hp_bar: ColorRect
var hp_bar_bg: ColorRect
var progress_bar: ColorRect
var progress_bg: ColorRect
var upgrade_panel: Panel
var gameover_panel: Panel
func _ready() -> void:
_spawn_level()
_create_camera()
_create_ui()
_spawn_player()
_spawn_rocks()
_spawn_sticks()
_start_game()
add_to_group("main")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
var motion := event as InputEventMouseMotion
if motion != null and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
cam_yaw -= motion.relative.x * MOUSE_SENS
cam_pitch += motion.relative.y * MOUSE_SENS
cam_pitch = clampf(cam_pitch, PITCH_MIN, PITCH_MAX)
if event.is_action_pressed("ui_cancel"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# ─── Level ────────────────────────────────────────────────────────────────────
func _spawn_level() -> void:
var level := LEVEL_SCENE.instantiate()
add_child(level)
var sz = level.get("arena_size")
if sz != null:
arena_size = float(sz)
# ─── Camera ───────────────────────────────────────────────────────────────────
func _create_camera() -> void:
camera = Camera3D.new()
camera.fov = 70.0
add_child(camera)
func _process(delta: float) -> void:
if is_instance_valid(player):
var yaw_r: float = deg_to_rad(cam_yaw)
var pitch_r: float = deg_to_rad(cam_pitch)
var offset := Vector3(
sin(yaw_r) * cos(pitch_r) * CAM_DIST,
sin(pitch_r) * CAM_DIST,
cos(yaw_r) * cos(pitch_r) * CAM_DIST
)
var look_at_pos := player.global_position + Vector3(0, 0.8, 0)
camera.global_position = camera.global_position.lerp(look_at_pos + offset, 14.0 * delta)
camera.look_at(look_at_pos, Vector3.UP)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
player.set_aim_direction(deg_to_rad(cam_yaw))
# ─── Rocks ────────────────────────────────────────────────────────────────────
var rocks_on_field: int = 0
var rocks_pending: int = 0
func _get_rock_limit() -> int:
return mini(2 + (wave + 1) / 2, 7)
func _spawn_rocks() -> void:
var limit := _get_rock_limit()
for i in range(limit):
_spawn_single_rock()
func _spawn_sticks() -> void:
for i in range(2):
var stick := STICK_SCENE.instantiate()
stick.position = _safe_item_position()
add_child(stick)
func _spawn_single_rock() -> void:
var rock := ROCK_SCENE.instantiate()
rock.position = _safe_item_position()
add_child(rock)
rock.connect("destroyed", _on_rock_destroyed)
rocks_on_field += 1
func _safe_item_position() -> Vector3:
var player_pos := player.global_position if is_instance_valid(player) else Vector3.ZERO
for _attempt in range(30):
var angle := randf() * TAU
var dist := randf_range(4.0, arena_size - 2.0)
var pos := Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
if player_pos.distance_to(pos) < 4.5:
continue
var clear := true
for r in get_tree().get_nodes_in_group("kickable"):
if (r as Node3D).global_position.distance_to(pos) < 1.5:
clear = false
break
if clear:
return pos
var a := randf() * TAU
return Vector3(cos(a) * (arena_size - 2.5), 0.0, sin(a) * (arena_size - 2.5))
func _on_rock_destroyed() -> void:
rocks_on_field = maxi(0, rocks_on_field - 1)
if not game_active:
return
if rocks_on_field + rocks_pending < _get_rock_limit():
rocks_pending += 1
await get_tree().create_timer(20.0).timeout
rocks_pending -= 1
if game_active:
_spawn_single_rock()
func _check_rock_slots() -> void:
var gap := _get_rock_limit() - rocks_on_field - rocks_pending
for i in range(gap):
_spawn_single_rock()
# ─── Player ───────────────────────────────────────────────────────────────────
func _spawn_player() -> void:
player = PLAYER_SCENE.instantiate() as CharacterBody3D
player.position = Vector3(0, 0, 0)
player.connect("died", _on_player_died)
player.connect("health_changed", _on_health_changed)
add_child(player)
# ─── Game flow ────────────────────────────────────────────────────────────────
func _start_game() -> void:
game_active = true
wave = 1
score = 0
kills = 0
kills_for_next = 10
Enemy.first_leather_spawned = false
Enemy.first_iron_spawned = false
Enemy.first_essence_spawned = false
_update_labels()
spawn_timer.wait_time = 1.4
spawn_timer.connect("timeout", _on_spawn_timer)
spawn_timer.start()
func _on_spawn_timer() -> void:
if not game_active or upgrading:
return
_spawn_enemy()
spawn_timer.wait_time = SPAWN_TIME # max(0.25, 1.4 - wave * 0.07)
func _spawn_enemy() -> void:
var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
add_child(enemy)
# Pick type based on wave
var pool: Array[String] = ["slime"]
if wave >= 4: pool.append("bat")
if wave >= 7: pool.append("ogre")
var type: String = pool[randi() % pool.size()]
enemy.setup(type, wave)
enemy.target = player
enemy.connect("died", _on_enemy_died)
enemy.connect("merged", _on_enemy_merged)
# Spawn at random edge
var side := randi() % 4
var r := randf_range(-(arena_size - 1.0), arena_size - 1.0)
match side:
0: enemy.position = Vector3(r, 0, -(arena_size - 0.5))
1: enemy.position = Vector3(r, 0, (arena_size - 0.5))
2: enemy.position = Vector3(-(arena_size - 0.5), 0, r)
3: enemy.position = Vector3( (arena_size - 0.5), 0, r)
func add_bonus_score(amount: int) -> void:
score += amount
_update_labels()
func _on_enemy_died(points: int) -> void:
score += points
kills += 1
_update_labels()
_update_progress()
if kills >= kills_for_next:
kills = 0
kills_for_next = int(kills_for_next * 1.6)
wave += 1
_check_rock_slots()
_show_upgrade()
func _spawn_upgraded_enemy(pos: Vector3, type: String, level: int, w: int) -> CharacterBody3D:
var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
add_child(enemy)
enemy.setup(type, w)
enemy.target = player
enemy.enemy_level = level
enemy.kick_tier = level
enemy.toughness_tier = level
enemy.global_position = pos
enemy.connect("died", _on_enemy_died)
enemy.connect("merged", _on_enemy_merged)
var tw := enemy.create_tween()
var s: float = 1.0 + level * 0.3
tw.tween_property(enemy.mesh_node, "scale", Vector3(s, s, s), 0.2)
var col_shape := enemy.get_node_or_null("CollisionShape3D") as CollisionShape3D
if col_shape != null and col_shape.shape != null:
var s3d: BoxShape3D = col_shape.shape as BoxShape3D
var old_size: Vector3 = s3d.size
col_shape.shape = BoxShape3D.new()
(col_shape.shape as BoxShape3D).size = old_size * s
var color := Color(1.0, 1.0, 0.5) if level > 2 else Color(1.0, 0.9, 0.3)
tw.tween_property(enemy.mat, "albedo_color", color, 0.25)
#var bs := scale
#tw.tween_property(enemy.mesh_node, "scale", Vector3(bs * 1.6, bs * 0.25, bs * 1.6), 0.07)
#tw.tween_property(enemy.mesh_node, "scale", Vector3(bs, bs, bs), 0.22)
return enemy
func _on_enemy_merged(_upgrade: bool) -> void:
pass
func _on_player_died() -> void:
game_active = false
spawn_timer.stop()
_show_gameover()
func _on_health_changed(cur: int, mx: int) -> void:
hp_bar.size.x = 200.0 * float(cur) / float(mx)
# ─── Upgrades ─────────────────────────────────────────────────────────────────
const UPGRADES := [
{"id": "kick_force", "name": "💥 Stronger Kick", "desc": "Enemies fly farther"},
{"id": "kick_range", "name": "🌐 Wider Kick", "desc": "Bigger kick area"},
{"id": "kick_cooldown", "name": "⚡ Faster Kick", "desc": "Kick more often"},
{"id": "move_speed", "name": "💨 Fleet Foot", "desc": "Move faster"},
{"id": "max_health", "name": "❤️ Vitality", "desc": "+30 max HP"},
]
func _show_upgrade() -> void:
upgrading = true
get_tree().paused = true
upgrade_panel.visible = true
# Pick 3 random upgrades
var pool: Array = UPGRADES.duplicate()
pool.shuffle()
var choices: Array = pool.slice(0, 3)
for i in range(3):
var btn := upgrade_panel.get_node("VBox/Btn%d" % i) as Button
if i < choices.size():
var upg: Dictionary = choices[i]
btn.text = "%s\n%s" % [upg["name"], upg["desc"]]
btn.visible = true
# Disconnect old signals
for conn in btn.get_signal_connection_list("pressed"):
btn.disconnect("pressed", conn["callable"])
var uid: String = upg["id"]
btn.connect("pressed", _pick_upgrade.bind(uid))
else:
btn.visible = false
func _pick_upgrade(id: String) -> void:
player.apply_upgrade(id)
upgrade_panel.visible = false
get_tree().paused = false
upgrading = false
_update_labels()
func _show_gameover() -> void:
gameover_panel.visible = true
var lbl := gameover_panel.get_node("VBox/ScoreLabel") as Label
lbl.text = "Score: %d\nWave: %d" % [score, wave]
func _restart() -> void:
get_tree().paused = false
get_tree().reload_current_scene()
# ─── UI ───────────────────────────────────────────────────────────────────────
func _create_ui() -> void:
canvas = CanvasLayer.new()
canvas.process_mode = Node.PROCESS_MODE_ALWAYS
add_child(canvas)
_make_hud()
_make_upgrade_panel()
_make_gameover_panel()
func _make_hud() -> void:
# Score
score_label = _label(Vector2(12, 10), "Score: 0", 22)
# Wave
wave_label = _label(Vector2(12, 38), "Wave: 1", 22)
# HP bar
_label(Vector2(12, 68), "HP", 16)
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))
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)
# ─── 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