diff --git a/Game/Assets/UI/HUD.gd b/Game/Assets/UI/HUD.gd index fcb362d..535232a 100644 --- a/Game/Assets/UI/HUD.gd +++ b/Game/Assets/UI/HUD.gd @@ -9,9 +9,11 @@ func updateHealth(health: int): func update_crosshair(kill): $Crosshair.visible = true # visible - $Crosshair/HitConfirmation.activate(0.15, false) + #$Crosshair/HitConfirmation.activate(0.15, false) - #if hit: - # $Crosshair/HitConfirmation.activate(0.15, false) - #elif kill: - # $Crosshair/HitConfirmation.activate(0.3, true) + print("HUD: kill = ", kill) + + if kill: + $Crosshair/HitConfirmation.activate(0.3, true) + else: + $Crosshair/HitConfirmation.activate(0.15, false) diff --git a/Game/Classes/Player/Player.gd b/Game/Classes/Player/Player.gd index 1808aca..60d2b19 100644 --- a/Game/Classes/Player/Player.gd +++ b/Game/Classes/Player/Player.gd @@ -67,6 +67,14 @@ var bodyHitEffect = preload("res://Assets/Effects/BodyHit.tscn") onready var nickname = "guest" setget set_nickname var player_class = "none" +var player_stats = stats.new() + +class stats: + var score: int + var kills: int + var deaths: int + var suicides: int + #func sfx_play_footsteps(): # if not sfx_footsteps_play: # sfx_footsteps_play = true @@ -78,6 +86,11 @@ var player_class = "none" # yield(get_tree().create_timer(sfx_footsteps_delay),"timeout") # sfx_footsteps_play = false +func score(target): + print("Player ", name, " scored a kill on ", target) + player_stats.kills += 1 + player_stats.score += 1 + func set_health(value): health = value $HUD.updateHealth(value) @@ -305,6 +318,8 @@ master func kill(): $Sounds/Death.rpc("play") is_dead = true + + player_stats.deaths += 1 set_health(0) $CollisionShapeBody.disabled = true diff --git a/Game/Classes/Weapon/Weapon.gd b/Game/Classes/Weapon/Weapon.gd index 0cae0fb..30959f3 100644 --- a/Game/Classes/Weapon/Weapon.gd +++ b/Game/Classes/Weapon/Weapon.gd @@ -66,9 +66,14 @@ func shoot(camera): hit.rpc("on_hit", 30, result.position) if hit is Player: - var kill = hit.health <= 0 + var kill = true if hit.health <= 0 else false + + print ("Player: kill = ", kill, " Target health: ", hit.health) emit_signal("damage_dealt", kill) print(get_signal_connection_list("damage_dealt")[0]["target"].name) + + if kill: + player.score(hit.name) else: reload()