From cdbba45795e93d35b1d4eec8fdde7b4c36e3f8f0 Mon Sep 17 00:00:00 2001 From: jerick Date: Wed, 5 Jun 2024 12:05:12 -0400 Subject: [PATCH] Team Selection, Damage Engine, Stat Allocation --- Global.gd | 145 +++++++- Images/Members/Archer.png | Bin 0 -> 1068 bytes Images/Members/Archer.png.import | 34 ++ Images/Members/Mage.png | Bin 0 -> 1086 bytes Images/Members/Mage.png.import | 34 ++ Images/Members/Soldier.png | Bin 0 -> 941 bytes Images/Members/Soldier.png.import | 34 ++ Images/Members/Squire.png | Bin 0 -> 1101 bytes Images/Members/Squire.png.import | 34 ++ .../Orc/Orc with shadows/Orc-Attack01.png | Bin 0 -> 2400 bytes .../Orc with shadows/Orc-Attack01.png.import | 34 ++ .../Orc/Orc with shadows/Orc-Attack02.png | Bin 0 -> 2425 bytes .../Orc with shadows/Orc-Attack02.png.import | 34 ++ .../Orc/Orc with shadows/Orc-Death.png | Bin 0 -> 1877 bytes .../Orc/Orc with shadows/Orc-Death.png.import | 34 ++ .../Orc/Orc with shadows/Orc-Hurt.png | Bin 0 -> 2207 bytes .../Orc/Orc with shadows/Orc-Hurt.png.import | 34 ++ .../Orc/Orc with shadows/Orc-Idle.png | Bin 0 -> 1507 bytes .../Orc/Orc with shadows/Orc-Idle.png.import | 34 ++ .../Orc/Orc with shadows/Orc-Walk.png | Bin 0 -> 2041 bytes .../Orc/Orc with shadows/Orc-Walk.png.import | 34 ++ .../Orc/Orc with shadows/Orc.png | Bin 0 -> 12362 bytes .../Orc/Orc with shadows/Orc.png.import | 34 ++ .../Orc/Orc/Orc-Attack01.png | Bin 0 -> 2333 bytes .../Orc/Orc/Orc-Attack01.png.import | 34 ++ .../Orc/Orc/Orc-Attack02.png | Bin 0 -> 2284 bytes .../Orc/Orc/Orc-Attack02.png.import | 34 ++ .../Orc/Orc/Orc-Death.png | Bin 0 -> 1757 bytes .../Orc/Orc/Orc-Death.png.import | 34 ++ .../Orc/Orc/Orc-Hurt.png | Bin 0 -> 2086 bytes .../Orc/Orc/Orc-Hurt.png.import | 34 ++ .../Orc/Orc/Orc-Idle.png | Bin 0 -> 1410 bytes .../Orc/Orc/Orc-Idle.png.import | 34 ++ .../Orc/Orc/Orc-Walk.png | Bin 0 -> 1870 bytes .../Orc/Orc/Orc-Walk.png.import | 34 ++ .../Orc/Orc/Orc-shadow.png | Bin 0 -> 187 bytes .../Orc/Orc/Orc-shadow.png.import | 34 ++ .../Orc/Orc/Orc-shadow_attack02.png | Bin 0 -> 456 bytes .../Orc/Orc/Orc-shadow_attack02.png.import | 34 ++ .../Orc/Orc/Orc-shadow_death.png | Bin 0 -> 373 bytes .../Orc/Orc/Orc-shadow_death.png.import | 34 ++ .../Orc/Orc/Orc.png | Bin 0 -> 11648 bytes .../Orc/Orc/Orc.png.import | 34 ++ .../Soldier with shadows/Soldier-Attack01.png | Bin 0 -> 2025 bytes .../Soldier-Attack01.png.import | 34 ++ .../Soldier with shadows/Soldier-Attack02.png | Bin 0 -> 2321 bytes .../Soldier-Attack02.png.import | 34 ++ .../Soldier with shadows/Soldier-Attack03.png | Bin 0 -> 2620 bytes .../Soldier-Attack03.png.import | 34 ++ .../Soldier with shadows/Soldier-Death.png | Bin 0 -> 1635 bytes .../Soldier-Death.png.import | 34 ++ .../Soldier with shadows/Soldier-Hurt.png | Bin 0 -> 2029 bytes .../Soldier-Hurt.png.import | 34 ++ .../Soldier with shadows/Soldier-Idle.png | Bin 0 -> 1471 bytes .../Soldier-Idle.png.import | 34 ++ .../Soldier with shadows/Soldier-Walk.png | Bin 0 -> 1964 bytes .../Soldier-Walk.png.import | 34 ++ .../Soldier/Soldier with shadows/Soldier.png | Bin 0 -> 14093 bytes .../Soldier with shadows/Soldier.png.import | 34 ++ .../Soldier/Soldier/Soldier-Attack01.png | Bin 0 -> 1934 bytes .../Soldier/Soldier-Attack01.png.import | 34 ++ .../Soldier/Soldier/Soldier-Attack02.png | Bin 0 -> 2203 bytes .../Soldier/Soldier-Attack02.png.import | 34 ++ .../Soldier/Soldier/Soldier-Attack03.png | Bin 0 -> 2488 bytes .../Soldier/Soldier-Attack03.png.import | 34 ++ .../Soldier/Soldier/Soldier-Death.png | Bin 0 -> 1526 bytes .../Soldier/Soldier/Soldier-Death.png.import | 34 ++ .../Soldier/Soldier/Soldier-Hurt.png | Bin 0 -> 1930 bytes .../Soldier/Soldier/Soldier-Hurt.png.import | 34 ++ .../Soldier/Soldier/Soldier-Idle.png | Bin 0 -> 1367 bytes .../Soldier/Soldier/Soldier-Idle.png.import | 34 ++ .../Soldier/Soldier/Soldier-Shadow.png | Bin 0 -> 187 bytes .../Soldier/Soldier/Soldier-Shadow.png.import | 34 ++ .../Soldier/Soldier-Shadow_attack2.png | Bin 0 -> 457 bytes .../Soldier/Soldier-Shadow_attack2.png.import | 34 ++ .../Soldier/Soldier/Soldier-Shadow_death.png | Bin 0 -> 353 bytes .../Soldier/Soldier-Shadow_death.png.import | 34 ++ .../Soldier/Soldier/Soldier-Walk.png | Bin 0 -> 1806 bytes .../Soldier/Soldier/Soldier-Walk.png.import | 34 ++ .../Soldier/Soldier/Soldier.png | Bin 0 -> 13249 bytes .../Soldier/Soldier/Soldier.png.import | 34 ++ MemberDatabase/MemberDatabase.gd | 58 +++ MemberDatabase/memberData.json | 34 ++ Root.gd | 27 +- TeamSelection.gd | 94 ++++- User Interface/Header.gd | 330 +++++++++--------- User Interface/Member1.gd | 6 +- User Interface/Member2.gd | 27 ++ User Interface/Member3.gd | 27 ++ User Interface/Member4.gd | 27 ++ User Interface/Member5.gd | 27 ++ User Interface/UserInterface.tscn | 43 ++- project.godot | 1 + 93 files changed, 1996 insertions(+), 210 deletions(-) create mode 100644 Images/Members/Archer.png create mode 100644 Images/Members/Archer.png.import create mode 100644 Images/Members/Mage.png create mode 100644 Images/Members/Mage.png.import create mode 100644 Images/Members/Soldier.png create mode 100644 Images/Members/Soldier.png.import create mode 100644 Images/Members/Squire.png create mode 100644 Images/Members/Squire.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Attack01.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Attack01.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Attack02.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Attack02.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Death.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Death.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Hurt.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Hurt.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Idle.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Idle.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Walk.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc-Walk.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc with shadows/Orc.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Attack01.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Attack01.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Attack02.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Attack02.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Death.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Death.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Hurt.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Hurt.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Idle.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Idle.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Walk.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-Walk.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-shadow.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-shadow.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-shadow_attack02.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-shadow_attack02.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-shadow_death.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc-shadow_death.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Orc/Orc/Orc.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Attack01.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Attack01.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Attack02.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Attack02.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Attack03.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Attack03.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Death.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Death.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Hurt.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Hurt.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Idle.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Idle.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Walk.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier-Walk.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier with shadows/Soldier.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Attack01.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Attack01.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Attack02.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Attack02.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Attack03.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Attack03.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Death.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Death.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Hurt.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Hurt.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Idle.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Idle.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Shadow.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Shadow.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Shadow_attack2.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Shadow_attack2.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Shadow_death.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Shadow_death.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Walk.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier-Walk.png.import create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier.png create mode 100644 Images/Tiny RPG Character Asset Pack v1.02 -Free Soldier&Orc/Soldier/Soldier/Soldier.png.import create mode 100644 MemberDatabase/MemberDatabase.gd create mode 100644 MemberDatabase/memberData.json create mode 100644 User Interface/Member2.gd create mode 100644 User Interface/Member3.gd create mode 100644 User Interface/Member4.gd create mode 100644 User Interface/Member5.gd diff --git a/Global.gd b/Global.gd index 058b7d5..26e2f08 100644 --- a/Global.gd +++ b/Global.gd @@ -1,14 +1,149 @@ extends Node -var selected_texture : AtlasTexture = null +#Tracks which member is currently selected +var currentMemberSelected : int = 0 + +#Tracks which screens are visible var teamScreenVisible : bool = false var teamSelectionVisible : bool = false -var globalScore : int = 0 -var globalClickAdd : int = 1 -var globalScorePerSec : int = 1 -var globalScoreMultiplier: int = 1 +#Tracks Damage Engine Numbers +var globalDamage : int = 0 +var globalDamagePerClick : int = 1 +var globalDamagePerSec : int = 1 +var globalDamageMultiplier: int = 1 + +##Member 1 +##Stats +var damagePerSecMember1: int = 0 +var damagePerClickMember1: int = 0 +var damageMultiplierMember1: int = 1 +##Textures +var texture_member1 : Texture = null +# Function to set texture for member 1 +func set_texture1(texture: Texture): + texture_member1 = texture + +# Function to get texture for member 1 +func get_texture1() -> Texture: + return texture_member1 + +##Member 2 +##Stats +var damagePerSecMember2: int = 0 +var damagePerClickMember2: int = 0 +var damageMultiplierMember2: int = 1 + +var texture_member2 : Texture = null +# Function to set texture for member 2 +func set_texture2(texture: Texture): + texture_member2 = texture + +# Function to get texture for member 2 +func get_texture2() -> Texture: + return texture_member2 + +##Member 3 +##Stats +var damagePerSecMember3: int = 0 +var damagePerClickMember3: int = 0 +var damageMultiplierMember3: int = 1 + +var texture_member3 : Texture = null +# Function to set texture for member 3 +func set_texture3(texture: Texture): + texture_member3 = texture + +# Function to get texture for member 3 +func get_texture3() -> Texture: + return texture_member3 + +##Member 4 +##Stats +var damagePerSecMember4: int = 0 +var damagePerClickMember4: int = 0 +var damageMultiplierMember4: int = 1 +var texture_member4 : Texture = null +# Function to set texture for member 4 +func set_texture4(texture: Texture): + texture_member4 = texture + +# Function to get texture for member 4 +func get_texture4() -> Texture: + return texture_member4 + +##Member 5 +##Stats +var damagePerSecMember5: int = 0 +var damagePerClickMember5: int = 0 +var damageMultiplierMember5: int = 1 +var texture_member5 : Texture = null +# Function to set texture for member 5 +func set_texture5(texture: Texture): + texture_member5 = texture + +# Function to get texture for member 5 +func get_texture5() -> Texture: + return texture_member5 + + +#Functions that add to the global values +# Function to set damage per second +func set_damage_per_second(value: int): + match Global.currentMemberSelected: + 0: + damagePerSecMember1 = value + 1: + damagePerSecMember2 = value + 2: + damagePerSecMember3 = value + 3: + damagePerSecMember4 = value + 4: + damagePerSecMember5 = value + +# Function to get damage per second +func get_damage_per_second() -> int: + return globalDamagePerSec + +# Function to set damage per second +func set_damage_multiplier(value: int): + match Global.currentMemberSelected: + 0: + damageMultiplierMember1 = value + 1: + damageMultiplierMember2 = value + 2: + damageMultiplierMember3 = value + 3: + damageMultiplierMember4 = value + 4: + damageMultiplierMember5 = value + +# Function to get damage per second +func get_damage_multiplier() -> int: + return globalDamageMultiplier + +# Function to set damage per click +func set_damage_per_click(value: int): + match Global.currentMemberSelected: + 0: + damagePerClickMember1 = value + 1: + damagePerClickMember2 = value + 2: + damagePerClickMember3 = value + 3: + damagePerClickMember4 = value + 4: + damagePerClickMember5 = value + +# Function to get damage per click +func get_damage_per_click() -> int: + return globalDamagePerClick var teamScreenPath: String = "/root/Root/UI/AspectRatioContainer" var teamSelectionPath: String = "/root/Root/UI/TeamSelection" + + diff --git a/Images/Members/Archer.png b/Images/Members/Archer.png new file mode 100644 index 0000000000000000000000000000000000000000..9ef362b11712436f2e7cf5c28f6855438c379dbd GIT binary patch literal 1068 zcmV+{1k?M8P)Px#1ZP1_K>z@;j|==^1poj532;bRa{vGf6951U69E94oEQKA1Hnl|K~z{r?U#E< zQ&Akpf7{%e6*}{gRMc{1(nG8?jUHH0t>}-S2&9*h%IuFQ2*L$A!EXK23yLHvH7imm zi2lejv7jKchh~|pWEWjNR&H83_qcbrd+glOcJJFf+R^Tc6mWD4Gj$o#o~BDTOee1yFKF6sWW+*yRzmG#=`~Y|6C!8xl&SUsJnHO*q$~YTm?ORpGeA2kulD>i}08wy=E@Dovezgk~aewA3NjfKWfpB;18t}Qkd z78vocBzOhXKdVozu6~*`dHOtPX?g=)Z5B|e)X;5n`K{31?*v;{7sTk|>N5B2zJPz0 zjKX9x;jh2Z&C-30jtVp1uDCp}ucy=P^|~0!ZEabZo_u5I3R}$P1MELyVoiAJO8#UbMGCB{&zyit*nvnTsH-`IninvA03C+!(~7fF)l<2J#Shhix3qc6(l0_;C`do-V3_0P_Q;O>x&AH5_njUQ4@e*lg|+m z8$&uN3PRbfbAJ0ST17`y0QVL?^nHUl(czNb!l(-17#|)6kyEB(FEIZ^fRCbq@_4Wp zm=Ou^`53lLQ`q~BtG^%mzI?`BU`8as?Qug#xBo=y2@@bZDjIu%8Ib@~h*ZiD?ESpN zKDAr5jME9$wsugCS39OnpGM+gUPdHvFH8ui$;C0 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'delta' is the elapsed time since the previous frame. func _process(delta): + #Engine for calculating team values + #Get total for each stat + var totalDamagePerSec = Global.damagePerSecMember1 + Global.damagePerSecMember2 + Global.damagePerSecMember3 + Global.damagePerSecMember4 + Global.damagePerSecMember5 + var totalDamagePerClick = Global.damagePerClickMember1 + Global.damagePerClickMember2 + Global.damagePerClickMember3 + Global.damagePerClickMember4 + Global.damagePerClickMember5 + var totalDamageMultiplier = calc_largest_multiplier() + + Global.globalDamagePerSec = totalDamagePerSec + Global.globalDamagePerClick = totalDamagePerClick + Global.globalDamageMultiplier = totalDamageMultiplier pass +func damageEngineCalc(): + + pass + +func calc_largest_multiplier(): + var greatest = Global.damageMultiplierMember1 + + if Global.damageMultiplierMember2 > greatest: + greatest = Global.damageMultiplierMember2 + if Global.damageMultiplierMember3 > greatest: + greatest = Global.damageMultiplierMember3 + if Global.damageMultiplierMember4 > greatest: + greatest = Global.damageMultiplierMember4 + if Global.damageMultiplierMember5 > greatest: + greatest = Global.damageMultiplierMember5 + return greatest diff --git a/TeamSelection.gd b/TeamSelection.gd index b5ceebc..44341ec 100644 --- a/TeamSelection.gd +++ b/TeamSelection.gd @@ -1,32 +1,90 @@ extends GridContainer -# Signal to send texture data back to the main scene -signal texture_selected(texture : AtlasTexture) +var target_buttons = [] # Array to hold target buttons # Called when the node enters the scene tree for the first time. func _ready(): + load_character_buttons() + + # Initialize or find the target buttons using their absolute paths + target_buttons = [ + get_node("/root/Root/UI/AspectRatioContainer/TeamScreen/Member1"), # Replace with the actual path to your target button 1 + get_node("/root/Root/UI/AspectRatioContainer/TeamScreen/Member2"), # Replace with the actual path to your target button 2 + get_node("/root/Root/UI/AspectRatioContainer/TeamScreen/Member3"), # Replace with the actual path to your target button 3 + get_node("/root/Root/UI/AspectRatioContainer/TeamScreen/Member4"), # Replace with the actual path to your target button 4 + get_node("/root/Root/UI/AspectRatioContainer/TeamScreen/Member5") # Replace with the actual path to your target button 5 + ] - # Iterate over all children of the GridContainer - for button in get_children(): - # Check if the child is a TextureButton - if button is TextureButton: - # Connect the pressed signal of the TextureButton to the handler function - button.connect("pressed", Callable(self, "_on_TextureButton_pressed").bind(button)) +func load_character_buttons(): + if "members" in MemberDatabase.character_data: + for character in MemberDatabase.character_data["members"]: + var button = create_character_button(character) + add_child(button) + else: + print("No characters found in character data.") + +# Function to create a button for a character +# This builds out the character inventory +func create_character_button(member: Dictionary) -> TextureButton: + var button = TextureButton.new() + #Loads the texture specified in the memberData sheet + if member.has("texturePath"): + button.texture_normal = load(member["texturePath"]) + else: + button.texture_normal = preload("res://Images/Members/Soldier.png") # Use a default texture if none is specified + button.connect("pressed", Callable(self, "_on_button_pressed").bind(button, member)) + button.connect("mouse_entered", Callable(self, "_on_button_hovered").bind(button, member)) + button.connect("mouse_exited", Callable(self, "_on_button_exited").bind(button)) + return button +# Function called when a button is hovered over +func _on_button_hovered(button: TextureButton, member: Dictionary): + #current_member = member + #The backslash \ allows you to continue to the next line while concatenating the string + var tooltip_text = "" + str(member["name"]) + "\n" + "" + str(member["description"]) + "\n" + "Damage Per Second: " + str(member["perSec"]) + "\n" + \ + "Damage Per Click: " + str(member["clickAdd"]) + "\n" + "Damage Multiplier: " + str(member["scoreMultiplier"]) + button.tooltip_text = tooltip_text -# Handler function for the pressed signal -func _on_TextureButton_pressed(button): - # Print the name of the button - #print("Button pressed: ", button.name) +# Function called when the mouse exits the button +func _on_button_exited(button: TextureButton): + button.tooltip_text = "" + + +# Update the global singleton for the given index +func update_global_texture_singleton(texture: Texture): + match Global.currentMemberSelected: + 0: + Global.set_texture1(texture) + 1: + Global.set_texture2(texture) + 2: + Global.set_texture3(texture) + 3: + Global.set_texture4(texture) + 4: + Global.set_texture5(texture) + + +## Handler function for the pressed signal +func _on_button_pressed(button: TextureButton, member: Dictionary): + ## Print the name of the button + ##print("Button pressed: ", button.name) - #Texture Variable - var texture : AtlasTexture = button.texture_normal - #Sets the selected texture on the team screen - Global.selected_texture = texture + var selected_texture = button.texture_normal + var texture = button.texture_normal + # Logic to determine which target button to update (this can be based on user selection or some other logic) + # For this example, we'll update the first available slot + update_global_texture_singleton(selected_texture) + + + #Adds the member stats into the global singletons + Global.set_damage_per_second(member["perSec"]) + Global.set_damage_per_click(member["clickAdd"]) + Global.set_damage_multiplier(member["scoreMultiplier"]) - #For returning to the Team Selection Screen after selecting member - #Sets the global variable for the team selection screen to true so when you move back it's already open + ##For returning to the Team Selection Screen after selecting member + ##Sets the global variable for the team selection screen to true so when you move back it's already open Global.teamScreenVisible = true Global.teamSelectionVisible = false diff --git a/User Interface/Header.gd b/User Interface/Header.gd index abcc60b..f818c6f 100644 --- a/User Interface/Header.gd +++ b/User Interface/Header.gd @@ -56,8 +56,8 @@ var passiveUpgradeAmt10000 = 10000 # Called when the node enters the scene tree for the first time. func _ready(): - $ClickUpgrades.get_popup().connect("id_pressed",clickUpgrade) - $PassiveUpgrades.get_popup().connect("id_pressed",passiveUpgrade) + #$ClickUpgrades.get_popup().connect("id_pressed",clickUpgrade) + #$PassiveUpgrades.get_popup().connect("id_pressed",passiveUpgrade) $Timer.connect("timeout", _on_Timer_timeout) @@ -67,30 +67,20 @@ func _ready(): #print(event.as_text()) func _on_Timer_timeout(): - Global.globalScore += Global.globalScorePerSec * Global.globalScoreMultiplier + Global.globalDamage += Global.globalDamagePerSec * Global.globalDamageMultiplier # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): #Displays normal numbers until commas are needed - if Global.globalScore > 999: + if Global.globalDamage > 999: $Score.text = str(scoreFormat(score)) else: - $Score.text = str(Global.globalScore) #Changes the score number + $Score.text = str(Global.globalDamage) #Changes the score number - $ClickAdd.text = str(Global.globalClickAdd) - $PerSec.text = str(Global.globalScorePerSec) - - #Pulls the global score data to keep it up to date - #score = Global.globalScore - #Global.globalClickAdd = Global.globalClickAdd - #scorePerSec = Global.globalScorePerSec - #scoreMultiplier = Global.globalScoreMultiplier - - #Stores the score stats in a global variable to be called in other scenes - #Global.globalScore = score - #Global.globalClickAdd = Global.globalClickAdd - #Global.globalScorePerSec = scorePerSec - #Global.globalScoreMultiplier = scoreMultiplier + $ClickAdd.text = str(Global.globalDamagePerClick) + $PerSec.text = str(Global.globalDamagePerSec) + $Multiplier.text = str(Global.globalDamageMultiplier) + #Get the current status of any screens needed var teamScreen = get_node(Global.teamScreenPath) @@ -110,7 +100,7 @@ func _input(event): #Formats the score string so commas are inserted func scoreFormat(score): # Convert value to string. - var str_value: String = str(Global.globalScore) + var str_value: String = str(Global.globalDamage) # Loop backward starting at the last 3 digits, # add comma then, repeat every 3rd step. @@ -120,155 +110,155 @@ func scoreFormat(score): return score func leftClick(): - Global.globalScore += Global.globalClickAdd * Global.globalScoreMultiplier + Global.globalDamage += Global.globalDamagePerClick * Global.globalDamageMultiplier -func clickUpgrade(id): - match id: - 0: - if Global.globalScore >= clickUpgradeReq1: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq1 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt1 - else: - print("not enough score") - 1: - if Global.globalScore >= clickUpgradeReq10: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq10 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt10 - else: - print("not enough score") - 2: - if Global.globalScore >= clickUpgradeReq20: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq20 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt20 - else: - print("not enough score") - 3: - if Global.globalScore >= clickUpgradeReq40: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq40 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt40 - else: - print("not enough score") - 4: - if Global.globalScore >= clickUpgradeReq60: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq60 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt60 - else: - print("not enough score") - 5: - if Global.globalScore >= clickUpgradeReq80: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq80 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt80 - else: - print("not enough score") - 6: - if Global.globalScore >= clickUpgradeReq100: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq100 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt100 - else: - print("not enough score") - 7: - if Global.globalScore >= clickUpgradeReq200: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq200 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt200 - else: - print("not enough score") - 8: - if Global.globalScore >= clickUpgradeReq400: - print ("Score sufficient") - Global.globalScore -=clickUpgradeReq400 - $ClickUpgrades.get_popup().set_item_disabled(id, true) - Global.globalClickAdd += clickUpgradeAmt400 - else: - print("not enough score") - -func passiveUpgrade(id): - match id: - 0: - if Global.globalScore >= passiveUpgradeReq2: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq2 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt2 - else: - print("not enough score") - 1: - if Global.globalScore >= passiveUpgradeReq10: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq10 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt10 - else: - print("not enough score") - 2: - if Global.globalScore >= passiveUpgradeReq20: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq20 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt20 - else: - print("not enough score") - 3: - if Global.globalScore >= passiveUpgradeReq50: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq50 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt50 - else: - print("not enough score") - 4: - if Global.globalScore >= passiveUpgradeReq100: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq100 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt100 - else: - print("not enough score") - 5: - if Global.globalScore >= passiveUpgradeReq200: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq200 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt200 - else: - print("not enough score") - 6: - if Global.globalScore >= passiveUpgradeReq500: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq500 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt500 - else: - print("not enough score") - 7: - if Global.globalScore >= passiveUpgradeReq1000: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq1000 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt1000 - else: - print("not enough score") - 8: - if Global.globalScore >= passiveUpgradeReq10000: - print ("Score sufficient") - Global.globalScore -=passiveUpgradeReq10000 - $PassiveUpgrades.get_popup().set_item_disabled(id, true) - Global.globalScorePerSec = passiveUpgradeAmt10000 - else: - print("not enough score") +#func clickUpgrade(id): + #match id: + #0: + #if Global.globalDamage >= clickUpgradeReq1: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq1 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt1 + #else: + #print("not enough score") + #1: + #if Global.globalDamage >= clickUpgradeReq10: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq10 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt10 + #else: + #print("not enough score") + #2: + #if Global.globalDamage >= clickUpgradeReq20: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq20 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt20 + #else: + #print("not enough score") + #3: + #if Global.globalDamage >= clickUpgradeReq40: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq40 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt40 + #else: + #print("not enough score") + #4: + #if Global.globalDamage >= clickUpgradeReq60: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq60 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt60 + #else: + #print("not enough score") + #5: + #if Global.globalDamage >= clickUpgradeReq80: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq80 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt80 + #else: + #print("not enough score") + #6: + #if Global.globalDamage >= clickUpgradeReq100: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq100 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt100 + #else: + #print("not enough score") + #7: + #if Global.globalDamage >= clickUpgradeReq200: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq200 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt200 + #else: + #print("not enough score") + #8: + #if Global.globalDamage >= clickUpgradeReq400: + #print ("Score sufficient") + #Global.globalDamage -=clickUpgradeReq400 + #$ClickUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerClick += clickUpgradeAmt400 + #else: + #print("not enough score") +# +#func passiveUpgrade(id): + #match id: + #0: + #if Global.globalDamage >= passiveUpgradeReq2: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq2 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt2 + #else: + #print("not enough score") + #1: + #if Global.globalDamage >= passiveUpgradeReq10: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq10 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt10 + #else: + #print("not enough score") + #2: + #if Global.globalDamage >= passiveUpgradeReq20: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq20 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt20 + #else: + #print("not enough score") + #3: + #if Global.globalDamage >= passiveUpgradeReq50: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq50 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt50 + #else: + #print("not enough score") + #4: + #if Global.globalDamage >= passiveUpgradeReq100: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq100 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt100 + #else: + #print("not enough score") + #5: + #if Global.globalDamage >= passiveUpgradeReq200: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq200 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt200 + #else: + #print("not enough score") + #6: + #if Global.globalDamage >= passiveUpgradeReq500: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq500 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt500 + #else: + #print("not enough score") + #7: + #if Global.globalDamage >= passiveUpgradeReq1000: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq1000 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt1000 + #else: + #print("not enough score") + #8: + #if Global.globalDamage >= passiveUpgradeReq10000: + #print ("Score sufficient") + #Global.globalDamage -=passiveUpgradeReq10000 + #$PassiveUpgrades.get_popup().set_item_disabled(id, true) + #Global.globalDamagePerSec = passiveUpgradeAmt10000 + #else: + #print("not enough score") diff --git a/User Interface/Member1.gd b/User Interface/Member1.gd index 4ef0d46..b7bb468 100644 --- a/User Interface/Member1.gd +++ b/User Interface/Member1.gd @@ -11,14 +11,16 @@ func _ready(): func _process(delta): #Checks if the texture needs to be set - if Global.selected_texture: - self.texture_normal = Global.selected_texture + if Global.texture_member1: + self.texture_normal = Global.texture_member1 # Function to handle the button press func _on_Button_pressed(): + Global.currentMemberSelected = 0 + Global.teamScreenVisible = false Global.teamSelectionVisible = true diff --git a/User Interface/Member2.gd b/User Interface/Member2.gd new file mode 100644 index 0000000..38f0681 --- /dev/null +++ b/User Interface/Member2.gd @@ -0,0 +1,27 @@ +extends TextureButton + + +# Called when the node enters the scene tree for the first time. +func _ready(): + # Connect the pressed signal to the _on_Button_pressed function + self.connect("pressed", Callable(self, "_on_Button_pressed")) + + + + +func _process(delta): + #Checks if the texture needs to be set + if Global.texture_member2: + self.texture_normal = Global.texture_member2 + +# Function to handle the button press +func _on_Button_pressed(): + + Global.currentMemberSelected = 1 + + Global.teamScreenVisible = false + + Global.teamSelectionVisible = true + + +#Function to set texture of the button diff --git a/User Interface/Member3.gd b/User Interface/Member3.gd new file mode 100644 index 0000000..09e9278 --- /dev/null +++ b/User Interface/Member3.gd @@ -0,0 +1,27 @@ +extends TextureButton + + +# Called when the node enters the scene tree for the first time. +func _ready(): + # Connect the pressed signal to the _on_Button_pressed function + self.connect("pressed", Callable(self, "_on_Button_pressed")) + + + + +func _process(delta): + #Checks if the texture needs to be set + if Global.texture_member3: + self.texture_normal = Global.texture_member3 + +# Function to handle the button press +func _on_Button_pressed(): + #This is an array, numbers will not match + Global.currentMemberSelected = 2 + + Global.teamScreenVisible = false + + Global.teamSelectionVisible = true + + +#Function to set texture of the button diff --git a/User Interface/Member4.gd b/User Interface/Member4.gd new file mode 100644 index 0000000..c3013b1 --- /dev/null +++ b/User Interface/Member4.gd @@ -0,0 +1,27 @@ +extends TextureButton + + +# Called when the node enters the scene tree for the first time. +func _ready(): + # Connect the pressed signal to the _on_Button_pressed function + self.connect("pressed", Callable(self, "_on_Button_pressed")) + + + + +func _process(delta): + #Checks if the texture needs to be set + if Global.texture_member4: + self.texture_normal = Global.texture_member4 + +# Function to handle the button press +func _on_Button_pressed(): + + Global.currentMemberSelected = 3 + + Global.teamScreenVisible = false + + Global.teamSelectionVisible = true + + +#Function to set texture of the button diff --git a/User Interface/Member5.gd b/User Interface/Member5.gd new file mode 100644 index 0000000..ed53401 --- /dev/null +++ b/User Interface/Member5.gd @@ -0,0 +1,27 @@ +extends TextureButton + + +# Called when the node enters the scene tree for the first time. +func _ready(): + # Connect the pressed signal to the _on_Button_pressed function + self.connect("pressed", Callable(self, "_on_Button_pressed")) + + + + +func _process(delta): + #Checks if the texture needs to be set + if Global.texture_member5: + self.texture_normal = Global.texture_member5 + +# Function to handle the button press +func _on_Button_pressed(): + + Global.currentMemberSelected = 4 + + Global.teamScreenVisible = false + + Global.teamSelectionVisible = true + + +#Function to set texture of the button diff --git a/User Interface/UserInterface.tscn b/User Interface/UserInterface.tscn index d26fa6c..b845f46 100644 --- a/User Interface/UserInterface.tscn +++ b/User Interface/UserInterface.tscn @@ -1,13 +1,16 @@ -[gd_scene load_steps=14 format=3 uid="uid://xh0p6v5ir05f"] +[gd_scene load_steps=17 format=3 uid="uid://xh0p6v5ir05f"] [ext_resource type="Script" path="res://Root.gd" id="1_dtx5s"] [ext_resource type="Script" path="res://User Interface/TeamButton.gd" id="3_g0muc"] [ext_resource type="Script" path="res://User Interface/Header.gd" id="3_q5rri"] [ext_resource type="Script" path="res://User Interface/Member1.gd" id="4_4xump"] -[ext_resource type="Texture2D" uid="uid://bfdqkquqtf6ir" path="res://Images/plus-icon-vector-illustration.jpg" id="4_gxo13"] [ext_resource type="Script" path="res://TeamSelection.gd" id="6_1cnw8"] +[ext_resource type="Script" path="res://User Interface/Member2.gd" id="6_spk65"] +[ext_resource type="Script" path="res://User Interface/Member3.gd" id="6_tuvg4"] +[ext_resource type="Script" path="res://User Interface/Member4.gd" id="7_5ow7k"] [ext_resource type="Texture2D" uid="uid://b1kl4huy0vnin" path="res://Member/#1 - Transparent Icons.png" id="7_s2y5l"] [ext_resource type="Script" path="res://User Interface/Hank.gd" id="8_kx4m8"] +[ext_resource type="Script" path="res://User Interface/Member5.gd" id="8_n56qv"] [sub_resource type="AtlasTexture" id="AtlasTexture_74gmg"] atlas = ExtResource("7_s2y5l") @@ -64,6 +67,7 @@ text = "0" autostart = true [node name="ClickUpgrades" type="MenuButton" parent="UI/CanvasLayer/Header"] +visible = false layout_mode = 2 text = "Click Upgrades" item_count = 9 @@ -87,6 +91,7 @@ popup/item_8/text = "+400 Cost: 1,000,000,000" popup/item_8/id = 8 [node name="PassiveUpgrades" type="MenuButton" parent="UI/CanvasLayer/Header"] +visible = false layout_mode = 2 text = "Passive Upgrades" item_count = 9 @@ -133,8 +138,16 @@ text = "PerSec: layout_mode = 2 text = "0" +[node name="MultiplierLabel" type="Label" parent="UI/CanvasLayer/Header"] +layout_mode = 2 +text = "Multiplier: +" + +[node name="Multiplier" type="Label" parent="UI/CanvasLayer/Header"] +layout_mode = 2 +text = "0" + [node name="AspectRatioContainer" type="AspectRatioContainer" parent="UI"] -visible = false layout_mode = 0 offset_left = -2.60654 offset_top = 271.396 @@ -149,42 +162,39 @@ alignment = 1 [node name="Member1" type="TextureButton" parent="UI/AspectRatioContainer/TeamScreen"] custom_minimum_size = Vector2(200, 10) layout_mode = 2 -texture_normal = ExtResource("4_gxo13") -ignore_texture_size = true -stretch_mode = 0 script = ExtResource("4_4xump") [node name="VSeparator" type="VSeparator" parent="UI/AspectRatioContainer/TeamScreen"] layout_mode = 2 -[node name="Button2" type="Button" parent="UI/AspectRatioContainer/TeamScreen"] +[node name="Member2" type="TextureButton" parent="UI/AspectRatioContainer/TeamScreen"] custom_minimum_size = Vector2(200, 10) layout_mode = 2 -text = "Click Here" +script = ExtResource("6_spk65") [node name="VSeparator2" type="VSeparator" parent="UI/AspectRatioContainer/TeamScreen"] layout_mode = 2 -[node name="Button3" type="Button" parent="UI/AspectRatioContainer/TeamScreen"] +[node name="Member3" type="TextureButton" parent="UI/AspectRatioContainer/TeamScreen"] custom_minimum_size = Vector2(200, 10) layout_mode = 2 -text = "Click Here" +script = ExtResource("6_tuvg4") [node name="VSeparator3" type="VSeparator" parent="UI/AspectRatioContainer/TeamScreen"] layout_mode = 2 -[node name="Button4" type="Button" parent="UI/AspectRatioContainer/TeamScreen"] +[node name="Member4" type="TextureButton" parent="UI/AspectRatioContainer/TeamScreen"] custom_minimum_size = Vector2(200, 10) layout_mode = 2 -text = "Click Here" +script = ExtResource("7_5ow7k") [node name="VSeparator4" type="VSeparator" parent="UI/AspectRatioContainer/TeamScreen"] layout_mode = 2 -[node name="Button5" type="Button" parent="UI/AspectRatioContainer/TeamScreen"] +[node name="Member5" type="TextureButton" parent="UI/AspectRatioContainer/TeamScreen"] custom_minimum_size = Vector2(200, 10) layout_mode = 2 -text = "Click Here" +script = ExtResource("8_n56qv") [node name="Label" type="Label" parent="UI/AspectRatioContainer/TeamScreen"] visible = false @@ -193,6 +203,7 @@ text = "testtestsetsetsetsetsetsetset" [node name="TeamSelection" type="GridContainer" parent="UI"] visible = false +layout_mode = 0 offset_left = 3.0 offset_top = 40.0 offset_right = 1923.0 @@ -201,6 +212,7 @@ columns = 10 script = ExtResource("6_1cnw8") [node name="Hank" type="TextureButton" parent="UI/TeamSelection"] +visible = false layout_mode = 2 texture_normal = SubResource("AtlasTexture_74gmg") script = ExtResource("8_kx4m8") @@ -208,13 +220,16 @@ memberClickAdd = 5 memberPerSec = 25 [node name="Rory" type="TextureButton" parent="UI/TeamSelection"] +visible = false layout_mode = 2 texture_normal = SubResource("AtlasTexture_xmmtg") [node name="TextureButton3" type="TextureButton" parent="UI/TeamSelection"] +visible = false layout_mode = 2 texture_normal = SubResource("AtlasTexture_l5qwh") [node name="TextureButton4" type="TextureButton" parent="UI/TeamSelection"] +visible = false layout_mode = 2 texture_normal = SubResource("AtlasTexture_t1ab2") diff --git a/project.godot b/project.godot index 15be60b..e155d3d 100644 --- a/project.godot +++ b/project.godot @@ -17,6 +17,7 @@ config/icon="res://icon.svg" [autoload] Global="*res://Global.gd" +MemberDatabase="*res://MemberDatabase/MemberDatabase.gd" [display]