Identified @export variables as int, float and the game started again!
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1 changed files with 8 additions and 6 deletions
14
player.gd
14
player.gd
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@ -5,8 +5,8 @@ signal damage_taken
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# signal shield_damage
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# signal shield_ui
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@export var speed = 150
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@export var cooldown = 0.25
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@export var speed: int = 150
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@export var cooldown: float = 0.25
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@export var bullet_scene : PackedScene
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@export var max_shield: int = 10
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var shield: int = max_shield:
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@ -17,9 +17,8 @@ var shader_active = false
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@onready var screensize = get_viewport_rect().size
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@onready var explosion = $Explosion
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@onready var gun_cooldown = $GunCooldown
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@onready var wait_time = $GunCooldown
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@onready var ship = $Ship
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@onready var cooldown_timer = $CooldownTimer
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func _ready():
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start()
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@ -49,18 +48,21 @@ func _process(delta):
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func shoot():
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if not can_shoot:
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return
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return
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can_shoot = false
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$GunCooldown.start()
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var b = bullet_scene.instantiate()
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get_tree().root.add_child(b)
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b.start(position + Vector2(0, -8))
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var tween = create_tween().set_parallel(false)
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tween.tween_property($Ship, "position:y", 1, 0.1)
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tween.tween_property($Ship, "position:y", 0, 0.05)
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func set_shield(value: int):
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var old_value: int = shield
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shield = min(max_shield, value)
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EventBus.shield_changed.emit(max_shield, old_value, shield)
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# shield_damage.emit()
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# shield_damage.emit() # Don't need this anymore since switching to event_bus.gd
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if shield <= 0:
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set_process(false)
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$Ship.hide()
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