Fixed shield issue by removing old experiments and ensuring the right
values were being used!
This commit is contained in:
parent
c8d578af04
commit
b5d97c0ffb
3 changed files with 32 additions and 20 deletions
6
main.gd
6
main.gd
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@ -75,6 +75,9 @@ func new_game():
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Global.score = 0
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$CanvasLayer/UI.update_score(Global.score)
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# Tell the shield to recharge.
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# EventBus.initialize_shieldbar.emit()
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# await EventBus.initialize_shieldbar
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# instantiate the Player
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# await get_tree().create_timer(1).timeout
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@ -82,9 +85,6 @@ func new_game():
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add_child(instance)
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$Player.start()
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# Tell the shield to recharge.
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EventBus.initialize_shieldbar.emit()
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# Tell the enemies to spawn!
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#await get_tree().create_timer(.5).timeout
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spawn_enemies()
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44
player.gd
44
player.gd
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@ -9,11 +9,18 @@ signal damage_taken
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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 = 1:
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var shield: int = 0:
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set = set_shield
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var can_shoot = false
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var shader_active = false
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var shader_active: bool = false:
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set(value):
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if value == true:
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print_debug("Shader active!", get_stack())
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else:
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print_debug("Shader inactive!", get_stack())
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var clamp_shield = clamp(shield, 0, max_shield)
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@onready var screensize = get_viewport_rect().size
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@ -35,10 +42,11 @@ func start():
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position = Vector2(screensize.x / 2, screensize.y)
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var tween = create_tween()
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tween.tween_property(self, "position:y", 48 * -1, .75).as_relative()
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await tween.finished
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$GunCooldown.wait_time = cooldown
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set_shield(max_shield)
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print(shield)
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await get_tree().create_timer(2).timeout
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await get_tree().create_timer(1).timeout
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set_process(true)
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$Ship/Boosters.show()
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can_shoot = true
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@ -74,11 +82,11 @@ func shoot():
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func set_shield(value: int):
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var old_value = shield
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shield = clamp(value, 0, max_shield)
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# shield = clamp(value, 0, max_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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print("Shield set to:", shield)
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if shield <= 0:
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print("Shader deactivated!")
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set_process(false)
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$Ship.hide()
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shader_active = false
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@ -93,27 +101,31 @@ func _on_gun_cooldown_timeout() -> void:
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func _on_area_entered(area):
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if area.is_in_group("enemies"):
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area.explode()
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shield -= int(max_shield / 2)
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damage_taken.emit()
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# damage_taken.emit()
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area.explode()
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if area.is_in_group("enemy_bullets") and self.monitoring == true:
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damage_taken.emit()
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func _on_damage_taken() -> void:
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shader_active = true
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print("Shader active!")
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$Ship.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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$Ship.material.set_shader_parameter("toggle", 0.0)
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shader_active = false
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print("Shader deactivated!")
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func _on_damage_taken():
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if shield == 0:
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shader_active = false
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return
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else:
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shader_active = true
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$Ship.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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$Ship.material.set_shader_parameter("toggle", 0.0)
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shader_active = false
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func _on_player_victory() -> void:
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print("Victory!")
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set_process(false)
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$Ship.frame = 1
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await get_tree().create_timer(2).timeout
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await get_tree().create_timer(1).timeout
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var tween = create_tween()
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tween.tween_property(self, "position:y", 60 * -1, .25).set_ease(tween.EASE_IN)
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await tween.finished
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2
ui.gd
2
ui.gd
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@ -16,7 +16,7 @@ func update_score(value):
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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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shield_bar.value = old_value
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var tween = create_tween()
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print_debug("Tweening shield bar")
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tween.tween_property(shield_bar, "value", new_value, .25).set_trans(Tween.TRANS_LINEAR)
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