extends Node2D # word stuff var word_set var word_set_file_path var word_set_file var word_set_content var word_set_array # init random var alphabet = ["A","B","C","D","E","F","G","H","I","J","K","L","M","N", "O","P","Q","R","S","T","U","V","W","X","Y","Z"] var comets = [] var active # display var viewport_size var scale_factor_x var scale_factor_y # difficulty var max_delay = 2 var min_delay = .5 var delay = max_delay var comet_speed = 250 # numbers var spawn_timer = 0 var max_character_count = 0 # stats var health = 100 var hit_count = 0.0 var miss_count = 0.0 var comets_processed = 0.0 var total_comets = 0.0 # ui init var on_top var hp_label var acc_label var miss_label var damage_overlay # objects var comet_source = preload("res://scenes/objects/game/comet.tscn") var fade var pause_menu # Runs on start func _ready() -> void: # ready ui viewport_size = get_viewport_rect().size on_top = self.get_node("OnTop") hp_label = on_top.get_node("HUD").get_node("Stack").get_node("Health") acc_label = on_top.get_node("HUD").get_node("Stack").get_node("Accuracy") miss_label = on_top.get_node("HUD").get_node("Stack").get_node("MissCount") damage_overlay = on_top.get_node("Damage") active = true pause_menu = on_top.get_node("Pause") fade = on_top.get_node("Fade") fade.visible = true var tween := create_tween() tween.parallel().tween_property(fade, "modulate:a", 0, 1).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) # Load Corresponding Text File word_set_file_path = "res://gameplay/word_sets/" + word_set + ".txt" word_set_file = FileAccess.open(word_set_file_path, FileAccess.READ) # Gets file contents as text word_set_content = word_set_file.get_as_text() # Splits text file contents by line and removes the first entry (its just the name) word_set_array = word_set_content.split("\n", true) word_set_array.remove_at(0) if word_set_array[len(word_set_array)-1] == "": word_set_array.remove_at(len(word_set_array)-1) for word in word_set_array: if len(word) > max_character_count: print("new longest word: " + str(word) + " " + str(len(word))) max_character_count = len(word) #print(word_set_array) # Runs every frame func _process(delta: float) -> void: if active: if health <= 0: game_over() spawn_timer += delta hp_label.text = "HP: " + str(health) miss_label.text = "X: " + str(miss_count) if spawn_timer >= delay: spawn_timer = 0 spawn_word() func calculate_accuracy(): var accper = (hit_count)/(comets_processed)*100 acc_label.text = "ACC: " + str(snapped(accper, .02)) + "%" func spawn_word(): var scan_commet = comet_source.instantiate() var comet_width = scan_commet.get_node("Sprite").sprite_frames.get_frame_texture("comet",0).get_width() var new_word = word_set_array[randi_range(0,len(word_set_array)-1)] var dist = (viewport_size.x - (2*comet_width))/(max_character_count-1) var offset = comet_width scan_commet.queue_free() for chara in new_word: if chara != " ": var new_commet = comet_source.instantiate() total_comets += 1 new_commet.position = Vector2(offset,-128) new_commet.get_node("Sprite").get_node("Label").text = chara new_commet.speed = comet_speed add_child(new_commet) comets.append(new_commet) offset += dist delay = randf_range(min_delay,max_delay) func miss(comet): $Miss.play() health -= comet.damage comets_processed += 1 miss_count += 1.0 calculate_accuracy() comets.erase(comet) comet.queue_free() var tween1 := create_tween() tween1.parallel().tween_property(damage_overlay, "modulate:a", .5, .125).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) await tween1.finished var tween2 := create_tween() tween2.parallel().tween_property(damage_overlay, "modulate:a", 0, .125).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) func game_over(): active = false $BackgroundMusic.stop() on_top.get_node("GameOver").visible = true $Lose.play() await $Lose.finished $Sad.play() func _input(event): if event is InputEventKey and event.pressed: if event.as_text() in alphabet: if active: if len(comets) > 0: var comet = comets[0] if event.as_text() == comet.get_node("Sprite").get_node("Label").text: comets.erase(comet) comets_processed += 1 hit_count += 1 calculate_accuracy() comet.self_active = false var laser = Line2D.new() laser.default_color = Color.RED laser.points = PackedVector2Array([$Tux.position,comet.position]) add_child(laser) comet.get_node("Sprite").play("cometbreak") $CometBreakSound.play() await comet.get_node("Sprite").animation_finished laser.queue_free() comet.queue_free() elif event.keycode == KEY_ESCAPE: if pause_menu.visible: pause_menu.resume() $BackgroundMusic.play() else: $Back.play() active = false pause_menu.visible = true $BackgroundMusic.stop()