Enemies now stay on screen after player dies, until start of new game.
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ec7a84c252
commit
a20e496c2e
4 changed files with 17 additions and 3 deletions
6
enemy.gd
6
enemy.gd
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@ -8,6 +8,9 @@ var exploding = false
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@onready var screensize = get_viewport_rect().size
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func _ready() -> void:
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EventBus.enemy_win.connect(_on_enemy_win)
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func start(pos):
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speed = 0
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position = Vector2(pos.x, -pos.y)
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@ -21,6 +24,9 @@ func start(pos):
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$ShootTimer.wait_time = randf_range(4, 20)
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$ShootTimer.start()
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func _on_enemy_win() -> void:
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print("Enemy win!")
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func _on_timer_timeout() -> void:
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speed = randf_range(75, 100)
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@ -5,6 +5,7 @@ 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(value: int)
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signal enemy_win()
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signal initialize_shieldbar()
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signal start_game()
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6
main.gd
6
main.gd
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@ -38,7 +38,10 @@ func _on_enemy_died(value: int):
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win_game()
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func _on_player_died():
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get_tree().call_group("enemies", "queue_free")
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# get_tree().call_group("enemies", "queue_free")
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EventBus.enemy_win.emit()
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# $Player.set_process(false)
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# $Player.monitoring = false
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game_over.show()
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await get_tree().create_timer(2).timeout
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game_over.hide()
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@ -46,6 +49,7 @@ func _on_player_died():
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playing = false
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func new_game():
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get_tree().call_group("enemies", "queue_free")
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Global.score = 0
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# EventBus.initialize_shieldbar.emit()
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$Player.start()
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@ -28,6 +28,7 @@ func _ready():
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# start()
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func start():
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monitoring = true
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print(shield)
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$Ship.frame = 1
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$Ship.show()
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@ -91,7 +92,7 @@ func _on_area_entered(area):
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area.explode()
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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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if area.is_in_group("enemy_bullets") and self.monitoring == true:
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damage_taken.emit()
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@ -104,7 +105,9 @@ func _on_damage_taken() -> void:
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$Ship.material.set_shader_parameter("toggle", 0.0)
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func _on_game_over() -> void:
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set_process(false)
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print("Game over!")
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# set_process(false)
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monitoring = false
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$Ship.frame = 1
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await get_tree().create_timer(2).timeout
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var tween = create_tween()
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