Merge branch 'master' of https://gitlab.hexaquo.at/ggjg20/bodypartfighter
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commit
fa4da5d8e6
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3D Input/Fertige GLBs/Arm_Mensch.glb
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3D Input/Fertige GLBs/Arm_Mensch.glb
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3D Input/handTextur.png
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3D Input/handTextur.png
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3D Input/vogel_flügel unwrapped.blend
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3D Input/vogel_flügel unwrapped.blend1
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@ -66,7 +66,7 @@ collide_with_areas = true
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collide_with_bodies = false
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collide_with_bodies = false
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[node name="Torso" parent="." instance=ExtResource( 1 )]
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[node name="Torso" parent="." instance=ExtResource( 1 )]
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[connection signal="pressed" from="GUI/HBoxC/VBoxC/Start" to="." method="_on_Button2_pressed"]
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[connection signal="pressed" from="GUI/HBoxC/VBoxC/Start" to="." method="_on_Start_pressed"]
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[editable path="Torso"]
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[editable path="Torso"]
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@ -17,12 +17,15 @@ var _viewport : Viewport
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var _velx = 0
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var _velx = 0
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var _vely = 0
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var _vely = 0
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var _attachment_point : Spatial
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var _attachment_point : Spatial
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var _default_grav
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signal start_fight()
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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_default_grav = PhysicsServer.area_get_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY)
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PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 0)
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PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 0)
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_torso = get_node(torsoPath) as RigidBody
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_torso = get_node(torsoPath) as RigidBody
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_camera = get_node(cameraPath) as Camera
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_camera = get_node(cameraPath) as Camera
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@ -117,3 +120,8 @@ func delete_body_part():
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if body_part != null:
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if body_part != null:
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body_part.queue_free()
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body_part.queue_free()
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func _on_Start_pressed():
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PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, _default_grav)
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emit_signal("start_fight")
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@ -1,41 +1,59 @@
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extends Node
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extends Node
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var _win_screen_scene
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const _body_build_path = "res://BodyConfig/bodyBuilderMenu.tscn"
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var _fighting_scene_path = "res://Ingame/Testing.tscn"
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const _fighting_path = "res://Ingame/Testing.tscn"
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var _fighting_scene
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const _win_screen_path = "res://UI/WinScreen.tscn"
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var _body_build_scene
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var _body_build_scene
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var _fighting_scene
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var _win_screen_scene
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func _ready():
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func _ready():
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_win_screen_scene = preload("res://UI/WinScreen.tscn").instance()
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_prep_scene("body_build")
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_body_build_scene = preload("res://BodyConfig/bodyBuilderMenu.tscn").instance()
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_prep_scene("fight_scene")
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_fighting_scene = preload("res://Ingame/Testing.tscn").instance()
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_prep_scene("win_screen")
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InGameState.connect("player_win", self, "_switch_to_win")
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_switch_scene(_body_build_scene, "body_build")
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func _prep_scene(scene_name) -> Node:
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if scene_name == "body_build":
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_body_build_scene = preload(_body_build_path).instance()
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_body_build_scene.connect("start_fight", self, "_switch_to_fighting")
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_body_build_scene.connect("start_fight", self, "_switch_to_fighting")
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return _body_build_scene
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elif scene_name == "fight_scene":
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_fighting_scene = preload(_fighting_path).instance()
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InGameState.connect("player_win", self, "_switch_to_win")
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return _fighting_scene
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elif scene_name == "win_screen":
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_win_screen_scene = preload(_win_screen_path).instance()
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_win_screen_scene.connect("build_body", self, "_switch_to_body_build")
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_win_screen_scene.connect("build_body", self, "_switch_to_body_build")
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return _win_screen_scene
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return null
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func _switch_scene(scene):
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func _switch_scene(scene, scene_name):
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#delete children
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#delete children
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for child in get_children():
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for child in get_children():
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child.queue_free()
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child.queue_free()
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#append win scene
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#append win scene
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add_child(scene)
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var new_scene = _prep_scene(scene_name)
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add_child(new_scene)
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func _switch_to_win(player_id):
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func _switch_to_win(player_id):
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_switch_scene(_win_screen_scene)
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print("test win")
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_switch_scene(_win_screen_scene, "win_screen")
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#call win message in win scene
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#call win message in win scene
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_win_screen_scene.set_win_message(player_id)
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_win_screen_scene.set_win_message(player_id)
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func _switch_to_fighting():
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func _switch_to_fighting():
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print("oh fuck")
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_switch_scene(_fighting_scene, "fight_scene")
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_switch_scene(_fighting_scene)
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#get_tree().reload_current_scene()
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func _switch_to_body_build():
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func _switch_to_body_build():
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_switch_scene(_body_build_scene)
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_switch_scene(_body_build_scene, "body_build")
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@ -1,9 +1,6 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://Controllers/GameStateController.gd" type="Script" id=1]
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[ext_resource path="res://Controllers/GameStateController.gd" type="Script" id=1]
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[ext_resource path="res://BodyConfig/bodyBuilderMenu.tscn" type="PackedScene" id=2]
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[node name="GameStateController" type="Node"]
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[node name="GameStateController" type="Node"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="Body Builder Menu" parent="." instance=ExtResource( 2 )]
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@ -7,15 +7,15 @@
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[ext_resource path="res://Resources/Styles/ButtonPressedStyle.tres" type="StyleBox" id=5]
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[ext_resource path="res://Resources/Styles/ButtonPressedStyle.tres" type="StyleBox" id=5]
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[ext_resource path="res://Resources/Styles/ButtonNormalStyle.tres" type="StyleBox" id=6]
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[ext_resource path="res://Resources/Styles/ButtonNormalStyle.tres" type="StyleBox" id=6]
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[node name="Spatial" type="Control"]
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[node name="WinScreen" type="Control"]
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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__meta__ = {
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__meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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}
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}
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labelPath = NodePath("MarginContainer/VBoxContainer/PlayerWon")
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labelPath = NodePath("../WinScreen/MarginContainer/VBoxContainer/PlayerWon")
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continuePath = NodePath("MarginContainer/VBoxContainer/Control/Continue")
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continuePath = NodePath("../WinScreen/MarginContainer/VBoxContainer/Control/Continue")
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[node name="MarginContainer" type="MarginContainer" parent="."]
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[node name="MarginContainer" type="MarginContainer" parent="."]
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anchor_right = 1.0
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anchor_right = 1.0
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@ -18,6 +18,4 @@ func set_win_message(player_id):
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func _on_Continue_pressed():
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func _on_Continue_pressed():
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print("test2")
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emit_signal("build_body")
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emit_signal("build_body")
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