Identified @export variables as int, float and the game started again!

This commit is contained in:
Henry 2025-12-16 09:25:40 +00:00
parent 65a887e9db
commit 9f2569a73c

View file

@ -5,8 +5,8 @@ signal damage_taken
# signal shield_damage
# signal shield_ui
@export var speed = 150
@export var cooldown = 0.25
@export var speed: int = 150
@export var cooldown: float = 0.25
@export var bullet_scene : PackedScene
@export var max_shield: int = 10
var shield: int = max_shield:
@ -17,9 +17,8 @@ var shader_active = false
@onready var screensize = get_viewport_rect().size
@onready var explosion = $Explosion
@onready var gun_cooldown = $GunCooldown
@onready var wait_time = $GunCooldown
@onready var ship = $Ship
@onready var cooldown_timer = $CooldownTimer
func _ready():
start()
@ -49,18 +48,21 @@ func _process(delta):
func shoot():
if not can_shoot:
return
return
can_shoot = false
$GunCooldown.start()
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position + Vector2(0, -8))
var tween = create_tween().set_parallel(false)
tween.tween_property($Ship, "position:y", 1, 0.1)
tween.tween_property($Ship, "position:y", 0, 0.05)
func set_shield(value: int):
var old_value: int = shield
shield = min(max_shield, value)
EventBus.shield_changed.emit(max_shield, old_value, shield)
# shield_damage.emit()
# shield_damage.emit() # Don't need this anymore since switching to event_bus.gd
if shield <= 0:
set_process(false)
$Ship.hide()