Cleaned up @export and @onready ordering; commented out unfinished

features.
This commit is contained in:
Henry 2025-12-15 12:03:13 +00:00
parent 1ebba28e5d
commit d739beb6f2
2 changed files with 42 additions and 42 deletions

View file

@ -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

18
ui.gd
View file

@ -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)