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65 lines
1.5 KiB
65 lines
1.5 KiB
2 years ago
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extends Node2D
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@onready var _lhs_fighter = $LhsFighter
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@onready var _rhs_fighter = $RhsFighter
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@onready var _timer = $Timer
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@onready var _round_label = $CountdownLabel
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signal next_round
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var _lhs_figher_ready = false
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var _rhs_figher_ready = false
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var fight_script = {
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"lhs": [
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[],
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["Attack1.1", "Attack1.2", "Attack1.3"],
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[],
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[],
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["Attack2.1", "Attack2.2", "Attack2.3"],
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[],
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[],
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],
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"rhs": [
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[],
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[],
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[],
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["Attack1.1", "Attack1.2"],
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[],
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["Attack2.1"],
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[],
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]
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}
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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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_reset()
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_timer.start()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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if _lhs_fighter.is_animation_done() && _rhs_fighter.is_animation_done() && Input.is_anything_pressed():
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_reset()
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func _reset():
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_lhs_fighter.init(fight_script["lhs"])
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_rhs_fighter.init(fight_script["rhs"])
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_round_label.init(len(fight_script["lhs"] + 1))
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_lhs_figher_ready = true
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_rhs_figher_ready = true
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func _on_timer_timeout():
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print_debug("%s -> Fight: _lhs_figher_ready -> %s && %s && %s && %s!" % [Time.get_ticks_msec(), _lhs_figher_ready, _rhs_figher_ready, _lhs_fighter.is_animation_idle(),_rhs_fighter.is_animation_idle()])
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if _lhs_figher_ready && _rhs_figher_ready && _lhs_fighter.is_animation_idle() && _rhs_fighter.is_animation_idle():
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_lhs_figher_ready = false
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_rhs_figher_ready = false
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print_debug("")
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next_round.emit()
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func _on_lhs_fighter_actions_done():
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_lhs_figher_ready = true
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func _on_rhs_fighter_actions_done():
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_rhs_figher_ready = true
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