Commented main game's functionality to better track what's happening.
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parent
aa7cdc90d6
commit
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2 changed files with 29 additions and 15 deletions
18
player.gd
18
player.gd
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@ -9,7 +9,7 @@ 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 = 0:
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var shield: int = 1:
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set = set_shield
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var can_shoot = false
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@ -24,11 +24,11 @@ var clamp_shield = clamp(shield, 0, max_shield)
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func _ready():
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set_process(false)
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print(shield)
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$Ship.hide()
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# start()
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func start():
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print(shield)
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shader_active = false
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$Ship.frame = 1
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$Ship.show()
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position = Vector2(screensize.x / 2, screensize.y)
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@ -76,12 +76,14 @@ func set_shield(value: int):
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EventBus.shield_changed.emit(max_shield, old_value, shield)
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print("Shield set to:", shield)
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if shield <= 0:
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print("Shader deactivated!")
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EventBus.player_died.emit()
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set_process(false)
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$Ship.hide()
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$Explosion.show()
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$Explosion/AnimationPlayer.play("explosion-one-shot")
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await $Explosion/AnimationPlayer.animation_finished
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shader_active = false
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func _on_gun_cooldown_timeout() -> void:
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can_shoot = true
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@ -96,18 +98,20 @@ func _on_area_entered(area):
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func _on_damage_taken() -> void:
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# emit_signal("shield_ui")
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shader_active = true
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print("Shader active!")
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$Ship.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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$Ship.material.set_shader_parameter("toggle", 0.0)
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shader_active = false
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print("Shader deactivated!")
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func _on_game_over() -> void:
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print("Game over!")
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# set_process(false)
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monitoring = false
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func _on_player_victory() -> void:
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print("Victory!")
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set_process(false)
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$Ship.frame = 1
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await get_tree().create_timer(2).timeout
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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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queue_free()
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