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

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@ -5,8 +5,8 @@ signal damage_taken
# signal shield_damage # signal shield_damage
# signal shield_ui # signal shield_ui
@export var speed = 150 @export var speed: int = 150
@export var cooldown = 0.25 @export var cooldown: float = 0.25
@export var bullet_scene : PackedScene @export var bullet_scene : PackedScene
@export var max_shield: int = 10 @export var max_shield: int = 10
var shield: int = max_shield: var shield: int = max_shield:
@ -17,9 +17,8 @@ var shader_active = false
@onready var screensize = get_viewport_rect().size @onready var screensize = get_viewport_rect().size
@onready var explosion = $Explosion @onready var explosion = $Explosion
@onready var gun_cooldown = $GunCooldown @onready var wait_time = $GunCooldown
@onready var ship = $Ship @onready var ship = $Ship
@onready var cooldown_timer = $CooldownTimer
func _ready(): func _ready():
start() start()
@ -55,12 +54,15 @@ func shoot():
var b = bullet_scene.instantiate() var b = bullet_scene.instantiate()
get_tree().root.add_child(b) get_tree().root.add_child(b)
b.start(position + Vector2(0, -8)) b.start(position + Vector2(0, -8))
var tween = create_tween().set_parallel(false)
tween.tween_property($Ship, "position:y", 1, 0.1)
tween.tween_property($Ship, "position:y", 0, 0.05)
func set_shield(value: int): func set_shield(value: int):
var old_value: int = shield var old_value: int = shield
shield = min(max_shield, value) shield = min(max_shield, value)
EventBus.shield_changed.emit(max_shield, old_value, shield) 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: if shield <= 0:
set_process(false) set_process(false)
$Ship.hide() $Ship.hide()