Troubleshooting player_died signal.

This commit is contained in:
Henry 2025-12-16 23:19:03 +00:00
parent afc5c68569
commit a73fb28552
7 changed files with 48 additions and 56 deletions

View file

@ -1,7 +1,5 @@
extends Area2D
signal died
var bullet_scene = preload("res://enemy_bullet.tscn")
var start_pos = Vector2.ZERO
var speed = 0
@ -41,6 +39,6 @@ func explode():
speed = 0
$AnimationPlayer.play("explode")
set_deferred("monitoring", false)
died.emit(5)
EventBus.enemy_died.emit(5)
await $AnimationPlayer.animation_finished
queue_free()

View file

@ -3,5 +3,7 @@ extends Node
@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
signal shield_changed(max_value: int, old_value: int, new_value: int)
signal player_died()
signal enemy_died()
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations

View file

@ -2,6 +2,21 @@
[ext_resource type="Texture2D" uid="uid://h04wm5a27u0" path="res://Mini Pixel Pack 3/Effects/Explosion (16 x 16).png" id="1_q7epf"]
[sub_resource type="Animation" id="Animation_j4sxf"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_vxas0"]
resource_name = "explosion-one-shot"
length = 0.5
@ -19,21 +34,6 @@ tracks/0/keys = {
"values": [0, 1, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_j4sxf"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_m5xho"]
_data = {
&"RESET": SubResource("Animation_j4sxf"),
@ -48,4 +48,4 @@ hframes = 6
libraries = {
&"": SubResource("AnimationLibrary_m5xho")
}
autoplay = "explosion-one-shot"
autoplay = "RESET"

26
main.gd
View file

@ -1,22 +1,17 @@
extends Node2D
var enemy = preload("res://enemy.tscn")
var score = 0
var playing = false
@onready var start_button = $CanvasLayer/CenterContainer/Start
@onready var game_over = $CanvasLayer/CenterContainer/GameOver
var enemy = preload("res://enemy.tscn")
var score = 0
func _ready():
start_button.show()
game_over.hide()
start_button.show()
# spawn_enemies()
func new_game():
score = 0
$CanvasLayer/UI.update_score(score)
$Player.start()
spawn_enemies()
func spawn_enemies():
for x in range(9):
for y in range(3):
@ -24,19 +19,28 @@ func spawn_enemies():
var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
add_child(e)
e.start(pos)
e.died.connect(_on_enemy_died)
EventBus.enemy_died.emit()
func _on_enemy_died(value):
score += value
$CanvasLayer/UI.update_score(score)
func _on_player_died():
print("game over")
playing = false
get_tree().call_group("enemies", "queue_free")
game_over.show()
await get_tree().create_timer(2).timeout
game_over.hide()
start_button.show()
func new_game():
score = 0
$CanvasLayer/UI.update_score(score)
$Player.start()
spawn_enemies()
playing = true
func _on_start_pressed():
start_button.hide()
new_game()

View file

@ -60,10 +60,7 @@ region_enabled = true
region_rect = Rect2(0, 0, 240, 320)
[node name="Player" parent="." instance=ExtResource("2_0xm2m")]
position = Vector2(123, 270)
max_shield = null
speed = null
cooldown = null
position = Vector2(123, 272)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {

View file

@ -1,6 +1,6 @@
extends Area2D
signal died
signal damage_taken
# signal shield_damage
# signal shield_ui
@ -62,14 +62,14 @@ 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() # Don't need this anymore since switching to event_bus.gd
print("Shield set to:", shield)
if shield <= 0:
set_process(false)
$Ship.hide()
$Explosion.show()
$Explosion/AnimationPlayer.play("explosion-one-shot")
await $Explosion/AnimationPlayer.animation_finished
died.emit()
set_process(false)
$Ship.hide()
$Explosion.show()
$Explosion/AnimationPlayer.play("explosion-one-shot")
await $Explosion/AnimationPlayer.animation_finished
EventBus.player_died.emit()
func _on_gun_cooldown_timeout() -> void:
can_shoot = true

19
ui.gd
View file

@ -17,25 +17,16 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
shield_bar.max_value = max_value
shield_bar.value = new_value
print("update_shield"," ","Current ",(new_value), " ", "(Max ",(max_value),")"," ","Old Value:"," ",(old_value))
if new_value >= max_value:
print("No need to tween!")
else:
print("I should be tweening!")
var shield_depletion = int(old_value - new_value)
print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
var tween = create_tween()
tween.tween_property(shield_bar, "value", new_value - shield_depletion, .20).set_trans(Tween.TRANS_LINEAR)
_on_shield_ui()
var shield_depletion = int(old_value - new_value)
print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
var tween = create_tween()
tween.tween_property(shield_bar, "value", new_value - shield_depletion, .20).set_trans(Tween.TRANS_LINEAR)
_on_shield_ui()
func _on_shield_ui():
print("SHIELD FX!")
shader_active = true
shield_bar.material.set_shader_parameter("toggle", 1.0)
await get_tree().create_timer(1).timeout