Troubleshooting player_died signal.
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parent
afc5c68569
commit
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7 changed files with 48 additions and 56 deletions
4
enemy.gd
4
enemy.gd
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@ -1,7 +1,5 @@
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extends Area2D
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signal died
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var bullet_scene = preload("res://enemy_bullet.tscn")
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var start_pos = Vector2.ZERO
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var speed = 0
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@ -41,6 +39,6 @@ func 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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died.emit(5)
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EventBus.enemy_died.emit(5)
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await $AnimationPlayer.animation_finished
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queue_free()
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@ -3,5 +3,7 @@ extends Node
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@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
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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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@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations
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@ -2,6 +2,21 @@
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[ext_resource type="Texture2D" uid="uid://h04wm5a27u0" path="res://Mini Pixel Pack 3/Effects/Explosion (16 x 16).png" id="1_q7epf"]
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[sub_resource type="Animation" id="Animation_j4sxf"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="Animation" id="Animation_vxas0"]
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resource_name = "explosion-one-shot"
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length = 0.5
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@ -19,21 +34,6 @@ tracks/0/keys = {
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"values": [0, 1, 3, 4, 5]
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}
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[sub_resource type="Animation" id="Animation_j4sxf"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_m5xho"]
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_data = {
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&"RESET": SubResource("Animation_j4sxf"),
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@ -48,4 +48,4 @@ hframes = 6
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libraries = {
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&"": SubResource("AnimationLibrary_m5xho")
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}
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autoplay = "explosion-one-shot"
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autoplay = "RESET"
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26
main.gd
26
main.gd
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@ -1,22 +1,17 @@
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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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@onready var start_button = $CanvasLayer/CenterContainer/Start
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@onready var game_over = $CanvasLayer/CenterContainer/GameOver
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var enemy = preload("res://enemy.tscn")
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var score = 0
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func _ready():
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start_button.show()
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game_over.hide()
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start_button.show()
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# spawn_enemies()
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func new_game():
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score = 0
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$CanvasLayer/UI.update_score(score)
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$Player.start()
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spawn_enemies()
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func spawn_enemies():
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for x in range(9):
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for y in range(3):
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@ -24,19 +19,28 @@ func spawn_enemies():
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var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
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add_child(e)
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e.start(pos)
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e.died.connect(_on_enemy_died)
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EventBus.enemy_died.emit()
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func _on_enemy_died(value):
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score += value
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$CanvasLayer/UI.update_score(score)
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func _on_player_died():
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print("game over")
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playing = false
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get_tree().call_group("enemies", "queue_free")
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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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func new_game():
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score = 0
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$CanvasLayer/UI.update_score(score)
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$Player.start()
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spawn_enemies()
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playing = true
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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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@ -60,10 +60,7 @@ region_enabled = true
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region_rect = Rect2(0, 0, 240, 320)
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[node name="Player" parent="." instance=ExtResource("2_0xm2m")]
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position = Vector2(123, 270)
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max_shield = null
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speed = null
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cooldown = null
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position = Vector2(123, 272)
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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@ -1,6 +1,6 @@
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extends Area2D
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signal died
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signal damage_taken
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# signal shield_damage
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# signal shield_ui
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@ -62,14 +62,14 @@ 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() # Don't need this anymore since switching to event_bus.gd
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print("Shield set to:", shield)
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if shield <= 0:
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set_process(false)
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$Ship.hide()
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$Explosion.show()
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$Explosion/AnimationPlayer.play("explosion-one-shot")
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await $Explosion/AnimationPlayer.animation_finished
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died.emit()
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EventBus.player_died.emit()
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func _on_gun_cooldown_timeout() -> void:
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can_shoot = true
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9
ui.gd
9
ui.gd
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@ -17,14 +17,6 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
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shield_bar.max_value = max_value
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shield_bar.value = new_value
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print("update_shield"," ","Current ",(new_value), " ", "(Max ",(max_value),")"," ","Old Value:"," ",(old_value))
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if new_value >= max_value:
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print("No need to tween!")
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else:
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print("I should be tweening!")
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var shield_depletion = int(old_value - new_value)
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print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
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var tween = create_tween()
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@ -35,7 +27,6 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
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func _on_shield_ui():
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print("SHIELD FX!")
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shader_active = true
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shield_bar.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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