From be3919acd777247c236a7626f47a8d563e52f9a9 Mon Sep 17 00:00:00 2001 From: Henry Date: Wed, 24 Dec 2025 13:29:59 +0000 Subject: [PATCH] Commented main game's functionality to better track what's happening. --- main.gd | 26 ++++++++++++++++++-------- player.gd | 18 +++++++++++------- 2 files changed, 29 insertions(+), 15 deletions(-) diff --git a/main.gd b/main.gd index 8bac3fe..13f955d 100644 --- a/main.gd +++ b/main.gd @@ -17,7 +17,7 @@ func _ready(): func spawn_enemies(): - + get_tree().call_group("enemies", "queue_free") for x in range(9): for y in range(3): var e = enemy.instantiate() @@ -25,7 +25,7 @@ func spawn_enemies(): add_child(e) e.start(pos) enemy_count = get_tree().get_nodes_in_group("enemies").size() - print(enemy_count) + print("Remaining enemies: ", enemy_count) func _on_enemy_died(value: int): @@ -41,6 +41,7 @@ func _on_player_died(): # get_tree().call_group("enemies", "queue_free") EventBus.enemy_win.emit() # $Player.set_process(false) + # get_tree().call_group("enemies", "set_process", false) instance.queue_free() game_over.show() await get_tree().create_timer(2).timeout @@ -49,23 +50,32 @@ func _on_player_died(): playing = false func new_game(): + # Ensure enemies are cleared. + enemy_count = 0 get_tree().call_group("enemies", "queue_free") get_tree().call_group("enemy_bullets", "queue_free") - # get_node("player").start() + print("Number of enemies at new_game: ",enemy_count) + + # Reset score. Global.score = 0 $CanvasLayer/UI.update_score(Global.score) - EventBus.initialize_shieldbar.emit() + + # instantiate the Player instance = player.instantiate() add_child(instance) - $Player.shader_active = false $Player.start() - $CanvasLayer/UI.update_score(Global.score) + + # Tell the shield to recharge. + EventBus.initialize_shieldbar.emit() + + # Tell the enemies to spawn! spawn_enemies() + + # Tell the game we're playing. playing = true print("New game started!") - func _input(EventInput): if EventInput.is_action_pressed("shoot") and playing == false: print("Input detected!") @@ -79,7 +89,7 @@ func _on_start_pressed(): func win_game(): playing = false game_over.show() - $Player._on_game_over() + $Player._on_player_victory() await get_tree().create_timer(2).timeout game_over.hide() start_button.show() diff --git a/player.gd b/player.gd index 5fb3bb3..11696ed 100644 --- a/player.gd +++ b/player.gd @@ -9,7 +9,7 @@ signal damage_taken @export var cooldown: float = 0.25 @export var bullet_scene : PackedScene @export var max_shield: int = 10 -var shield: int = 0: +var shield: int = 1: set = set_shield var can_shoot = false @@ -24,11 +24,11 @@ var clamp_shield = clamp(shield, 0, max_shield) func _ready(): set_process(false) print(shield) - $Ship.hide() # start() func start(): print(shield) + shader_active = false $Ship.frame = 1 $Ship.show() position = Vector2(screensize.x / 2, screensize.y) @@ -76,12 +76,14 @@ func set_shield(value: int): EventBus.shield_changed.emit(max_shield, old_value, shield) print("Shield set to:", shield) if shield <= 0: + print("Shader deactivated!") EventBus.player_died.emit() set_process(false) $Ship.hide() $Explosion.show() $Explosion/AnimationPlayer.play("explosion-one-shot") await $Explosion/AnimationPlayer.animation_finished + shader_active = false func _on_gun_cooldown_timeout() -> void: can_shoot = true @@ -96,18 +98,20 @@ func _on_area_entered(area): func _on_damage_taken() -> void: - # emit_signal("shield_ui") shader_active = true + print("Shader active!") $Ship.material.set_shader_parameter("toggle", 1.0) await get_tree().create_timer(1).timeout $Ship.material.set_shader_parameter("toggle", 0.0) shader_active = false + print("Shader deactivated!") -func _on_game_over() -> void: - print("Game over!") - # set_process(false) - monitoring = false +func _on_player_victory() -> void: + print("Victory!") + set_process(false) $Ship.frame = 1 await get_tree().create_timer(2).timeout var tween = create_tween() tween.tween_property(self, "position:y", 60 * -1, .25).set_ease(tween.EASE_IN) + await tween.finished + queue_free()