From d739beb6f2c94ebedb1790932e5cbebecc67a60d Mon Sep 17 00:00:00 2001 From: Henry Date: Mon, 15 Dec 2025 12:03:13 +0000 Subject: [PATCH] Cleaned up @export and @onready ordering; commented out unfinished features. --- player.gd | 66 +++++++++++++++++++++++++++---------------------------- ui.gd | 18 +++++++-------- 2 files changed, 42 insertions(+), 42 deletions(-) diff --git a/player.gd b/player.gd index 199b65b..7de3649 100644 --- a/player.gd +++ b/player.gd @@ -2,20 +2,20 @@ extends Area2D signal died signal damage_taken -signal shield_damage -signal shield_ui +# signal shield_damage +# signal shield_ui - -var shader_active = false - -@onready var screensize = get_viewport_rect().size -@export var max_shield = 10 -var shield: int = max_shield: - set = set_shield @export var speed = 150 @export var cooldown = 0.25 @export var bullet_scene : PackedScene +@export var max_shield: int = 10 +var shield: int = max_shield: + set = set_shield + var can_shoot = true +var shader_active = false + +@onready var screensize = get_viewport_rect().size func _ready(): start() @@ -23,32 +23,10 @@ func _ready(): func start(): set_process(true) $Ship.show() - shield = max_shield position = Vector2(screensize.x / 2, screensize.y - 64) + shield = max_shield $GunCooldown.wait_time = cooldown -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() - if shield <= 0: - set_process(false) - $Ship.hide() - $Explosion.show() - $Explosion/AnimationPlayer.play("explosion-one-shot") - await $Explosion/AnimationPlayer.animation_finished - died.emit() - -func shoot(): - if not can_shoot: - return - can_shoot = false - $GunCooldown.start() - var b = bullet_scene.instantiate() - get_tree().root.add_child(b) - b.start(position + Vector2(0, -8)) - func _process(delta): var input = Input.get_vector("left", "right", "up", "down") if input.x > 0: @@ -65,6 +43,28 @@ func _process(delta): if Input.is_action_pressed("shoot"): shoot() +func shoot(): + if not can_shoot: + return + can_shoot = false + $GunCooldown.start() + var b = bullet_scene.instantiate() + get_tree().root.add_child(b) + b.start(position + Vector2(0, -8)) + +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() + if shield <= 0: + set_process(false) + $Ship.hide() + $Explosion.show() + $Explosion/AnimationPlayer.play("explosion-one-shot") + await $Explosion/AnimationPlayer.animation_finished + died.emit() + func _on_gun_cooldown_timeout(): can_shoot = true @@ -81,7 +81,7 @@ func _on_area_entered(area): func _on_damage_taken() -> void: - emit_signal("shield_ui") + # emit_signal("shield_ui") shader_active = true $Ship.material.set_shader_parameter("toggle", 1.0) await get_tree().create_timer(1).timeout diff --git a/ui.gd b/ui.gd index 8a47310..70f1282 100644 --- a/ui.gd +++ b/ui.gd @@ -3,10 +3,10 @@ extends MarginContainer @onready var shield_bar = $HBoxContainer/ShieldBar @onready var score_counter = $HBoxContainer/ScoreCounter -var shader_active = false +# var shader_active = false func _ready(): - get_node("Player.Ship").node_ready.connect("shield_ui", self, "_on_shield_ui") + # get_node("Player.Ship").node_ready.connect("shield_ui", self, "_on_shield_ui") EventBus.shield_changed.connect(_on_shield_changed) func update_score(value): @@ -30,10 +30,10 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void: -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 - shader_active = false - shield_bar.material.set_shader_parameter("toggle", 0.0) +# 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 +# shader_active = false +# shield_bar.material.set_shader_parameter("toggle", 0.0)