Tracking down the spawning of extra enemies; removed extraneous enemy
counting and queue_free of enemies.
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parent
be3919acd7
commit
25a4897697
4 changed files with 15 additions and 12 deletions
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@ -30,15 +30,17 @@ func start():
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print(shield)
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shader_active = false
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$Ship.frame = 1
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$Ship/Boosters.hide()
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$Ship.show()
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position = Vector2(screensize.x / 2, screensize.y)
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var tween = create_tween()
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tween.tween_property(self, "position:y", 32 * -1, .25).as_relative()
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tween.tween_property(self, "position:y", 48 * -1, .75).as_relative()
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$GunCooldown.wait_time = cooldown
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set_shield(max_shield)
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print(shield)
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await get_tree().create_timer(2).timeout
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set_process(true)
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$Ship/Boosters.show()
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can_shoot = true
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# EventBus.shield_changed.emit(max_shield, old_value, shield)
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@ -77,13 +79,14 @@ func set_shield(value: int):
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print("Shield set to:", shield)
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if shield <= 0:
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print("Shader deactivated!")
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EventBus.player_died.emit()
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set_process(false)
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$Ship.hide()
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shader_active = false
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$Explosion.show()
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$Explosion/AnimationPlayer.play("explosion-one-shot")
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await $Explosion/AnimationPlayer.animation_finished
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shader_active = false
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EventBus.player_died.emit()
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func _on_gun_cooldown_timeout() -> void:
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can_shoot = true
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