Player now comes up from the bottom of the screen on a new game.
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parent
dec3cbe595
commit
099440d27f
3 changed files with 20 additions and 13 deletions
2
main.gd
2
main.gd
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@ -46,8 +46,8 @@ func _on_player_died():
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func new_game():
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func new_game():
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Global.score = 0
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Global.score = 0
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EventBus.initialize_shieldbar.emit()
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EventBus.initialize_shieldbar.emit()
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$CanvasLayer/UI.update_score(Global.score)
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$Player.start()
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$Player.start()
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$CanvasLayer/UI.update_score(Global.score)
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spawn_enemies()
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spawn_enemies()
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playing = true
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playing = true
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21
player.gd
21
player.gd
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@ -9,7 +9,7 @@ signal damage_taken
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@export var cooldown: float = 0.25
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@export var cooldown: float = 0.25
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@export var bullet_scene : PackedScene
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@export var bullet_scene : PackedScene
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@export var max_shield: int = 10
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@export var max_shield: int = 10
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var shield: int = max_shield:
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var shield: int = 0:
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set = set_shield
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set = set_shield
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var can_shoot = true
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var can_shoot = true
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@ -22,16 +22,21 @@ var clamp_shield = clamp(shield, 0, max_shield)
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@onready var ship = $Ship
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@onready var ship = $Ship
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func _ready():
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func _ready():
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start()
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print(shield)
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$Ship.hide()
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# start()
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func start():
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func start():
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print(shield)
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set_process(true)
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set_process(true)
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$Ship.show()
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$Ship.show()
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position = Vector2(screensize.x / 2, screensize.y - 64)
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position = Vector2(screensize.x / 2, screensize.y + 32)
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var tween = create_tween()
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tween.tween_property($Ship, "position:y", 32 * -1, .25)
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$GunCooldown.wait_time = cooldown
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$GunCooldown.wait_time = cooldown
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var old_value = 0
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set_shield(max_shield)
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set_shield(max_shield)
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EventBus.shield_changed.emit(max_shield, old_value, shield)
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print(shield)
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# EventBus.shield_changed.emit(max_shield, old_value, shield)
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func _process(delta):
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func _process(delta):
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var input = Input.get_vector("left", "right", "up", "down")
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var input = Input.get_vector("left", "right", "up", "down")
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@ -56,10 +61,10 @@ func shoot():
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$GunCooldown.start()
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$GunCooldown.start()
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var b = bullet_scene.instantiate()
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var b = bullet_scene.instantiate()
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get_tree().root.add_child(b)
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get_tree().root.add_child(b)
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b.start(position + Vector2(0, -8))
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b.start(position + $Ship.position + Vector2(0, -1))
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var tween = create_tween().set_parallel(false)
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var tween = create_tween().set_parallel(false)
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tween.tween_property($Ship, "position:y", 1, 0.1)
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tween.tween_property($Ship, "position:y", 1, 0.1).as_relative()
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tween.tween_property($Ship, "position:y", 0, 0.05)
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tween.tween_property($Ship, "position:y", 0, 0.05).as_relative()
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func set_shield(value: int):
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func set_shield(value: int):
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var old_value = shield
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var old_value = shield
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10
ui.gd
10
ui.gd
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@ -18,7 +18,8 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
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shield_bar.max_value = max_value
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shield_bar.max_value = max_value
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shield_bar.value = new_value
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shield_bar.value = new_value
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var tween = create_tween()
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var tween = create_tween()
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tween.tween_property(shield_bar, "value", new_value, 3).set_trans(Tween.TRANS_LINEAR)
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print_debug("Tweening shield bar")
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tween.tween_property(shield_bar, "value", new_value, .25).set_trans(Tween.TRANS_LINEAR)
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_on_fx_shield_ui()
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_on_fx_shield_ui()
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@ -31,6 +32,7 @@ func _on_fx_shield_ui():
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func _on_initialize_shieldbar():
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func _on_initialize_shieldbar():
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print("Shieldbar Initializing!")
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print("Shieldbar Initializing!")
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# var tween = create_tween()
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var tween = create_tween()
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# tween.tween_property(shield_bar, "value", 10, 3).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(shield_bar, "value", 100, .25).set_trans(Tween.TRANS_LINEAR)
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# print("Tweens played!")
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print_debug("Tweens played!")
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return
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