Fixed signals; removed most extra debug output. Still issues with
shieldbar showing accurate damage, but functionality of main branch restored.
This commit is contained in:
parent
a73fb28552
commit
485f03d702
3 changed files with 8 additions and 3 deletions
1
enemy.gd
1
enemy.gd
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@ -36,6 +36,7 @@ func _process(delta):
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func explode():
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func explode():
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print_debug("Enemy died!")
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speed = 0
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speed = 0
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$AnimationPlayer.play("explode")
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$AnimationPlayer.play("explode")
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set_deferred("monitoring", false)
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set_deferred("monitoring", false)
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6
main.gd
6
main.gd
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@ -10,6 +10,8 @@ var playing = false
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func _ready():
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func _ready():
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game_over.hide()
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game_over.hide()
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start_button.show()
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start_button.show()
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EventBus.player_died.connect(_on_player_died)
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EventBus.enemy_died.connect(_on_enemy_died)
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# spawn_enemies()
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# spawn_enemies()
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func spawn_enemies():
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func spawn_enemies():
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@ -21,12 +23,14 @@ func spawn_enemies():
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e.start(pos)
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e.start(pos)
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EventBus.enemy_died.emit()
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EventBus.enemy_died.emit()
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func _on_enemy_died(value):
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func _on_enemy_died(value):
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print_debug("Enemy died!")
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score += value
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score += value
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$CanvasLayer/UI.update_score(score)
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$CanvasLayer/UI.update_score(score)
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func _on_player_died():
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func _on_player_died():
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print("game over")
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playing = false
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playing = false
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get_tree().call_group("enemies", "queue_free")
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get_tree().call_group("enemies", "queue_free")
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game_over.show()
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game_over.show()
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4
ui.gd
4
ui.gd
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@ -21,12 +21,12 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
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print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
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print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
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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 - shield_depletion, .20).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(shield_bar, "value", new_value - shield_depletion, .20).set_trans(Tween.TRANS_LINEAR)
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_on_shield_ui()
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_on_fx_shield_ui()
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func _on_shield_ui():
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func _on_fx_shield_ui():
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shader_active = true
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shader_active = true
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shield_bar.material.set_shader_parameter("toggle", 1.0)
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shield_bar.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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await get_tree().create_timer(1).timeout
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