Team Selection, Damage Engine, Stat Allocation

This commit is contained in:
2024-06-05 12:05:12 -04:00
parent 341bf010d4
commit cdbba45795
93 changed files with 1996 additions and 210 deletions

145
Global.gd
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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"

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@@ -0,0 +1,58 @@
# CharacterDatabase.gd
# CharacterDatabase.gd
extends Node
var character_data = {}
# Called when the node enters the scene tree for the first time.
func _ready():
load_character_data()
# Function to load character data from the JSON file
#func load_character_data():
##var file = FileAccess.new()
#var file = FileAccess.open("res://MemberDatabase/memberData.json", FileAccess.READ)
#if file.file_exists("res://MemberDatabase/memberData.json"):
##file.open("res://characters.json", File.READ)
#var json_text = file.get_as_text()
#var json = JSON.new()
#var json_result = json.parse(json_text)
#if json_result == OK:
#print("Character data loaded successfully.")
#print(character_data)
#character_data = json_result.result
#else:
#print("Failed to parse JSON: ", json_result.error_string)
#file.close()
#else:
#print("Member data file not found.")
# Function to load character data from the JSON file
func load_character_data():
var file = FileAccess.open("res://MemberDatabase/memberData.json", FileAccess.READ)
if file:
var json_text = file.get_as_text()
#print (json_text)
file.close()
var json = JSON.new()
var json_result = json.parse(json_text)
#print (json_result)
if json_result == OK:
character_data = json.get_data()
print("Character data loaded successfully.")
#print(character_data)
else:
print("Failed to parse JSON: ", json_result.error_string)
else:
print("Character data file not found.")
# Function to get a character by name
func get_character(name: String) -> Dictionary:
for character in character_data.members:
if character.name == name:
return character
return {}

View File

@@ -0,0 +1,34 @@
{
"members": [
{
"name": "Squire",
"description": "Someone who does things for someone else, not very impressive.",
"perSec": 1,
"clickAdd": 1,
"scoreMultiplier": 1,
"isObtained": true,
"memberAmount": 1,
"texturePath": "res://Images/Members/Squire.png"
},
{
"name": "Archer",
"description": "Better at accurate clicks than consistent damage",
"perSec": 1,
"clickAdd": 20,
"scoreMultiplier": 2,
"isObtained": true,
"memberAmount": 1,
"texturePath": "res://Images/Members/Archer.png"
},
{
"name": "Mage",
"description": "A good mix of DPS and click power",
"perSec": 10,
"clickAdd": 10,
"scoreMultiplier": 3,
"isObtained": true,
"memberAmount": 1,
"texturePath": "res://Images/Members/Mage.png"
}
]
}

27
Root.gd
View File

@@ -3,12 +3,37 @@ extends Control
# Called when the node enters the scene tree for the first time.
func _ready():
#$UI/TeamButton.pressed.connect(self.openTeamWindow) # Replace with function body.
pass
# Called every frame. '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

View File

@@ -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()
# 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))
# 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
]
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 = ""
#Texture Variable
var texture : AtlasTexture = button.texture_normal
#Sets the selected texture on the team screen
Global.selected_texture = texture
#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
# 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)
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
Global.teamScreenVisible = true
Global.teamSelectionVisible = false

View File

@@ -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)
$ClickAdd.text = str(Global.globalDamagePerClick)
$PerSec.text = str(Global.globalDamagePerSec)
$Multiplier.text = str(Global.globalDamageMultiplier)
#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
#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")

View File

@@ -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

27
User Interface/Member2.gd Normal file
View File

@@ -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

27
User Interface/Member3.gd Normal file
View File

@@ -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

27
User Interface/Member4.gd Normal file
View File

@@ -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

27
User Interface/Member5.gd Normal file
View File

@@ -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

View File

@@ -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")

View File

@@ -17,6 +17,7 @@ config/icon="res://icon.svg"
[autoload]
Global="*res://Global.gd"
MemberDatabase="*res://MemberDatabase/MemberDatabase.gd"
[display]