Removed extraneous enemy_died signal from spawning; used
get_nodes_in_group for enemy_count
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parent
485f03d702
commit
7ef6076eda
5 changed files with 21 additions and 10 deletions
2
enemy.gd
2
enemy.gd
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@ -36,7 +36,7 @@ func _process(delta):
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func explode():
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print_debug("Enemy died!")
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print_debug("Enemy explode!")
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speed = 0
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$AnimationPlayer.play("explode")
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set_deferred("monitoring", false)
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@ -4,6 +4,6 @@ extends Node
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signal shield_changed(max_value: int, old_value: int, new_value: int)
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signal player_died()
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signal enemy_died()
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signal enemy_died(value: int)
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@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations
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23
main.gd
23
main.gd
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@ -3,6 +3,7 @@ extends Node2D
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var enemy = preload("res://enemy.tscn")
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var score = 0
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var playing = false
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var enemy_count: int = 0
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@onready var start_button = $CanvasLayer/CenterContainer/Start
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@onready var game_over = $CanvasLayer/CenterContainer/GameOver
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@ -15,20 +16,25 @@ func _ready():
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# spawn_enemies()
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func spawn_enemies():
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for x in range(9):
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for y in range(3):
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for y in range(3):
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var e = enemy.instantiate()
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var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
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add_child(e)
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e.start(pos)
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EventBus.enemy_died.emit()
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enemy_count = get_tree().get_nodes_in_group("enemies").size()
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print(enemy_count)
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func _on_enemy_died(value):
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print_debug("Enemy died!")
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func _on_enemy_died(value: int):
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score += value
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enemy_count -= 1
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$CanvasLayer/UI.update_score(score)
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print_debug(enemy_count)
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if enemy_count == 0:
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print("All enemies defeated!")
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win_game()
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func _on_player_died():
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playing = false
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@ -48,3 +54,10 @@ func new_game():
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func _on_start_pressed():
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start_button.hide()
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new_game()
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func win_game():
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playing = false
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game_over.show()
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await get_tree().create_timer(2).timeout
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game_over.hide()
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start_button.show()
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@ -77,7 +77,7 @@ func _on_gun_cooldown_timeout() -> void:
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func _on_area_entered(area):
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if area.is_in_group("enemies"):
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area.explode()
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shield -= max_shield / 2
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shield -= int(max_shield / 2)
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damage_taken.emit()
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if area.is_in_group("enemy_bullets"):
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damage_taken.emit()
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2
ui.gd
2
ui.gd
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@ -24,8 +24,6 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
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_on_fx_shield_ui()
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func _on_fx_shield_ui():
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shader_active = true
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shield_bar.material.set_shader_parameter("toggle", 1.0)
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