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:
Henry 2025-12-17 09:19:01 +00:00
parent a73fb28552
commit 485f03d702
3 changed files with 8 additions and 3 deletions

View file

@ -36,6 +36,7 @@ func _process(delta):
func explode():
print_debug("Enemy died!")
speed = 0
$AnimationPlayer.play("explode")
set_deferred("monitoring", false)

View file

@ -10,6 +10,8 @@ var playing = false
func _ready():
game_over.hide()
start_button.show()
EventBus.player_died.connect(_on_player_died)
EventBus.enemy_died.connect(_on_enemy_died)
# spawn_enemies()
func spawn_enemies():
@ -21,12 +23,14 @@ func spawn_enemies():
e.start(pos)
EventBus.enemy_died.emit()
func _on_enemy_died(value):
print_debug("Enemy died!")
score += value
$CanvasLayer/UI.update_score(score)
func _on_player_died():
print("game over")
playing = false
get_tree().call_group("enemies", "queue_free")
game_over.show()

4
ui.gd
View file

@ -21,12 +21,12 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
var tween = create_tween()
tween.tween_property(shield_bar, "value", new_value - shield_depletion, .20).set_trans(Tween.TRANS_LINEAR)
_on_shield_ui()
_on_fx_shield_ui()
func _on_shield_ui():
func _on_fx_shield_ui():
shader_active = true
shield_bar.material.set_shader_parameter("toggle", 1.0)
await get_tree().create_timer(1).timeout