Started implementing player stats and score tracking
parent
79e566b00d
commit
f581cd1696
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@ -9,9 +9,11 @@ func updateHealth(health: int):
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func update_crosshair(kill):
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func update_crosshair(kill):
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$Crosshair.visible = true # visible
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$Crosshair.visible = true # visible
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$Crosshair/HitConfirmation.activate(0.15, false)
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#$Crosshair/HitConfirmation.activate(0.15, false)
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#if hit:
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print("HUD: kill = ", kill)
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# $Crosshair/HitConfirmation.activate(0.15, false)
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#elif kill:
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if kill:
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# $Crosshair/HitConfirmation.activate(0.3, true)
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$Crosshair/HitConfirmation.activate(0.3, true)
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else:
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$Crosshair/HitConfirmation.activate(0.15, false)
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@ -67,6 +67,14 @@ var bodyHitEffect = preload("res://Assets/Effects/BodyHit.tscn")
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onready var nickname = "guest" setget set_nickname
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onready var nickname = "guest" setget set_nickname
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var player_class = "none"
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var player_class = "none"
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var player_stats = stats.new()
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class stats:
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var score: int
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var kills: int
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var deaths: int
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var suicides: int
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#func sfx_play_footsteps():
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#func sfx_play_footsteps():
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# if not sfx_footsteps_play:
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# if not sfx_footsteps_play:
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# sfx_footsteps_play = true
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# sfx_footsteps_play = true
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@ -78,6 +86,11 @@ var player_class = "none"
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# yield(get_tree().create_timer(sfx_footsteps_delay),"timeout")
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# yield(get_tree().create_timer(sfx_footsteps_delay),"timeout")
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# sfx_footsteps_play = false
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# sfx_footsteps_play = false
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func score(target):
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print("Player ", name, " scored a kill on ", target)
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player_stats.kills += 1
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player_stats.score += 1
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func set_health(value):
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func set_health(value):
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health = value
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health = value
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$HUD.updateHealth(value)
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$HUD.updateHealth(value)
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@ -305,6 +318,8 @@ master func kill():
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$Sounds/Death.rpc("play")
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$Sounds/Death.rpc("play")
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is_dead = true
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is_dead = true
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player_stats.deaths += 1
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set_health(0)
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set_health(0)
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$CollisionShapeBody.disabled = true
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$CollisionShapeBody.disabled = true
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@ -66,9 +66,14 @@ func shoot(camera):
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hit.rpc("on_hit", 30, result.position)
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hit.rpc("on_hit", 30, result.position)
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if hit is Player:
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if hit is Player:
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var kill = hit.health <= 0
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var kill = true if hit.health <= 0 else false
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print ("Player: kill = ", kill, " Target health: ", hit.health)
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emit_signal("damage_dealt", kill)
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emit_signal("damage_dealt", kill)
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print(get_signal_connection_list("damage_dealt")[0]["target"].name)
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print(get_signal_connection_list("damage_dealt")[0]["target"].name)
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if kill:
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player.score(hit.name)
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else:
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else:
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reload()
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reload()
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