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https://github.com/RPG-Research/bcirpg.git
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Initial version of diceroller
Built a simple UI to test out the dice roller. Can handle multiple die and supports D4, D6, D8, D10, D12, and D20 (Let me know if there shouldn't be a restriction on the valid types of die).
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Phase2/.DS_Store
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Phase2/.DS_Store
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Phase2/Godot ===(Game Code)===/.DS_Store
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Phase2/Godot ===(Game Code)===/.DS_Store
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source_md5="47313fa4c47a9963fddd764e1ec6e4a8"
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dest_md5="26ea799ea0a3da9e753b3ebe822e0570"
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Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.tscn
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Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://DieManager.gd" type="Script" id=1]
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[ext_resource path="res://Die.gd" type="Script" id=2]
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[node name="DieManager" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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[node name="ColorRect" type="ColorRect" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color( 0, 0, 0, 1 )
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[node name="Die" type="Button" parent="."]
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = -95.0
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margin_top = 2.0
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margin_right = 92.0
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margin_bottom = 91.0
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text = "Roll Die/Dice"
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script = ExtResource( 2 )
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[node name="RolledValues" type="Label" parent="."]
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visible = false
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anchor_left = 0.5
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anchor_right = 0.5
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margin_left = -299.0
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margin_top = 6.0
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margin_right = 297.0
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margin_bottom = 86.0
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text = "Rolled Values:"
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align = 1
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autowrap = true
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[node name="Outcome" type="Label" parent="."]
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visible = false
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anchor_left = 0.5
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anchor_right = 0.5
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margin_left = -296.0
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margin_top = 173.0
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margin_right = 300.0
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margin_bottom = 253.0
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text = "Success!
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"
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align = 1
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autowrap = true
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[node name="PercentNeeded" type="Label" parent="."]
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visible = false
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anchor_left = 0.5
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anchor_right = 0.5
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margin_left = -286.0
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margin_top = 210.0
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margin_right = 310.0
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margin_bottom = 290.0
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text = "Percent Needed to Pass: 0%"
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align = 1
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autowrap = true
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[node name="PercentRolled" type="Label" parent="."]
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visible = false
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anchor_left = 0.5
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anchor_right = 0.5
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margin_left = -293.0
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margin_top = 241.0
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margin_right = 303.0
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margin_bottom = 321.0
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text = "Percent Rolled: 0%"
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align = 1
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autowrap = true
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[node name="DegreeOfSuccess" type="Label" parent="."]
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visible = false
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anchor_left = 0.5
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anchor_right = 0.5
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margin_left = -295.0
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margin_top = 272.0
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margin_right = 301.0
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margin_bottom = 352.0
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text = "Degree of Success: 0%"
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align = 1
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autowrap = true
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[node name="Reset" type="Button" parent="."]
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margin_left = 457.0
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margin_top = 421.0
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margin_right = 567.0
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margin_bottom = 469.0
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text = "Reset"
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[connection signal="button_down" from="Die" to="." method="_on_Die_button_down"]
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[connection signal="pressed" from="Reset" to="." method="_on_Reset_pressed"]
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38
Phase2/Godot ===(Game Code)===/DiceRoller/Die.gd
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Phase2/Godot ===(Game Code)===/DiceRoller/Die.gd
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#Die class
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extends Button
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class_name Die
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#array of valid number of faces
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var dieTypes = [4, 6, 8, 10, 12, 20]
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#value of selected die type
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var numFaces: int
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#bool will be used to check if a valid die type was chosen
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var validNumFaces = false
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#Class constructor
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func _init(value):
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numFaces = value
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#returns an integer value of the rolled result (assuming the die is a valid type)
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func rollDie():
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randomize()
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#check if selected die type exists in dieTypes array
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for value in dieTypes:
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if value == numFaces:
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validNumFaces = true
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#if the selected die type exists, we can roll an integer value based on the number of sides.
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if validNumFaces:
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var rolledNum
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rolledNum = randi() % numFaces + 1
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return rolledNum
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else:
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print("You do not have a valid number of sides on the die!")
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return
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126
Phase2/Godot ===(Game Code)===/DiceRoller/DieManager.gd
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Phase2/Godot ===(Game Code)===/DiceRoller/DieManager.gd
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#This is the diemanager script that controls the rolling of the die/dice as well as calculates
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#the end result
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extends Control
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export var desiredDice = [20, 8]
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#diceUsed holds the dice objects that are rolled
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var diceUsed = []
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#diceInPlay holds the die objects as well.
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#This and diceUsed are essentially the same arrays (holding the dice objects), but I had to use
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#two arrays due to the parameters in returnDiePercentage
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var diceInPlay = []
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#rolledValues holds the integer value rolled from each die
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var rolledValues = []
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#User can select the percentage needed for a successful roll
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export var neededPercentageToPass = .2
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#boolean based on whether the overall roll passed or not
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var passedRoll
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#float holding the degree of success (rolledVal - neededPercentageToPass)
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var degreeOfSuccess
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#Load the diceInPlay array
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func _ready():
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for elem in desiredDice:
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diceInPlay.append(Die.new(elem))
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#This is the function that returns the percentage of a rolled die (rolled val / total sides)
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#The UML showed that this function only had one parameter, "inputedDie," so I assumed that
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#was the rolled integer value. However, in order to find the percetage we need the total sides as well
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#As a result, I would get the total sides by ensuring that the inputedDie corresponds to the die at index 0
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#of the diceInPlay array.
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func returnDiePercentage(inputedDie):
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var totalSides = diceInPlay[0].numFaces
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#ensuring we don't lose the die objects in memory by storing them in another array
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diceUsed.append(diceInPlay[0])
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diceInPlay.remove(0)
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var result = float(inputedDie) / float(totalSides)
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return result
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#Function to show all of the results on screen
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func showOnUI(passResult, percentRolled) -> void:
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if passResult:
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$Outcome.text = "Successful Roll!"
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else:
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$Outcome.text = "Failed Roll!"
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var diceResultText = "Rolled Values:\n"
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#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
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for i in range(diceUsed.size()):
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diceResultText += ("D" + str(diceUsed[i].numFaces) + ": " + str(rolledValues[i]) + "\n")
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#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
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degreeOfSuccess = percentRolled - neededPercentageToPass
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#changing labels on screen
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$RolledValues.text = diceResultText
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$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercentageToPass * 100) + "%"
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$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
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$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
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#revealing labels to user
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$Outcome.show()
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$RolledValues.show()
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$PercentNeeded.show()
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$PercentRolled.show()
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$DegreeOfSuccess.show()
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#function for when "roll" button is clicked
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func _on_Die_button_down():
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#denominator will equal the total number of dice rolled
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var denominator = 0
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#sum of floats of all rolled die percentages
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var sumOfPercentages = 0
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#stores the rolled integer value of die in loop
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var rolledVal
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#remember that the size of diceInPlay decrements by 1 each time returnDiePercentage is called
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while diceInPlay.size() > 0:
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rolledVal = diceInPlay[0].rollDie()
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#add rolled integer vaslue to array
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rolledValues.append(rolledVal)
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#add percentage to sum
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sumOfPercentages += returnDiePercentage(rolledVal)
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#increment denominator
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denominator += 1
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#result is average of sum of percentages
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var result = sumOfPercentages / denominator
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passedRoll = (result >= neededPercentageToPass)
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showOnUI(passedRoll, result)
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return result
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#Reset stored values and text
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func _on_Reset_pressed():
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$Outcome.hide()
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$PercentNeeded.hide()
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$PercentRolled.hide()
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$DegreeOfSuccess.hide()
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$RolledValues.hide()
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#Fill diceInPlay again and empty diceUsed
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for die in diceUsed:
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diceInPlay.append(die)
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diceUsed = []
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rolledValues = []
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[gd_resource type="Environment" load_steps=2 format=2]
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[sub_resource type="ProceduralSky" id=1]
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[resource]
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background_mode = 2
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background_sky = SubResource( 1 )
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BIN
Phase2/Godot ===(Game Code)===/DiceRoller/icon.png
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Phase2/Godot ===(Game Code)===/DiceRoller/icon.png
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Phase2/Godot ===(Game Code)===/DiceRoller/icon.png.import
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Phase2/Godot ===(Game Code)===/DiceRoller/icon.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.png"
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dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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Phase2/Godot ===(Game Code)===/DiceRoller/project.godot
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Phase2/Godot ===(Game Code)===/DiceRoller/project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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_global_script_classes=[ {
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"base": "Button",
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"class": "Die",
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"language": "GDScript",
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"path": "res://Die.gd"
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} ]
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_global_script_class_icons={
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"Die": ""
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}
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[application]
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config/name="GodotDiceRoller_Andrew"
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run/main_scene="res://DiceRoller.tscn"
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config/icon="res://icon.png"
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[physics]
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common/enable_pause_aware_picking=true
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[rendering]
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environment/default_environment="res://default_env.tres"
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