Slight shuffling of scene files, resources; export presets for macOS

built added.
This commit is contained in:
Henry 2025-12-09 08:37:13 +00:00
parent 8175e1469d
commit a0e8e394a9
63 changed files with 354 additions and 1087 deletions

View file

@ -3,13 +3,13 @@ extends Area2D
signal died
signal shield_changed
@export var speed = 150
@export var cooldown = 0.25
@export var bullet_scene : PackedScene
@export var max_shield = 10
var shield = max_shield:
set = set_shield
@export var speed = 150
@export var cooldown = 0.25
@export var bullet_scene : PackedScene
var can_shoot = true
@onready var screensize = get_viewport_rect().size
@ -18,33 +18,11 @@ func _ready():
start()
func start():
show()
position = Vector2(screensize.x / 2, screensize.y - 64)
shield = max_shield
$GunCooldown.wait_time = cooldown
func shoot():
if not can_shoot:
return
can_shoot = false
$GunCooldown.start()
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position + Vector2(0, -8))
func _on_gun_cooldown_timeout():
can_shoot = true
func set_shield(value):
shield = min(max_shield, value)
shield_changed.emit(max_shield, shield)
if shield <= 0:
hide()
died.emit()
func _on_area_entered(area):
if area.is_in_group("enemies"):
area.explode()
shield -= max_shield / 2
func _process(delta):
var input = Input.get_vector("left", "right", "up", "down")
if input.x > 0:
@ -61,3 +39,28 @@ func _process(delta):
if Input.is_action_pressed("shoot"):
shoot()
func shoot():
if not can_shoot:
return
can_shoot = false
$GunCooldown.start()
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position + Vector2(0, -8))
func set_shield(value):
shield = min(max_shield, value)
shield_changed.emit(max_shield, shield)
if shield <= 0:
hide()
died.emit()
func _on_gun_cooldown_timeout():
can_shoot = true
func _on_area_entered(area):
if area.is_in_group("enemies"):
area.explode()
shield -= max_shield / 2