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No commits in common. "dac1601f4afb9e9e1eecee9963b6c1ae68abf1a3" and "be3919acd777247c236a7626f47a8d563e52f9a9" have entirely different histories.

4 changed files with 17 additions and 28 deletions

View file

@ -8,6 +8,8 @@ var exploding = false
@onready var screensize = get_viewport_rect().size @onready var screensize = get_viewport_rect().size
func _ready() -> void:
EventBus.enemy_win.connect(_on_enemy_win)
func start(pos): func start(pos):
speed = 0 speed = 0
@ -22,6 +24,8 @@ func start(pos):
$ShootTimer.wait_time = randf_range(4, 20) $ShootTimer.wait_time = randf_range(4, 20)
$ShootTimer.start() $ShootTimer.start()
func _on_enemy_win() -> void:
print("Enemy win!")
func _on_timer_timeout() -> void: func _on_timer_timeout() -> void:
speed = randf_range(75, 100) speed = randf_range(75, 100)

View file

@ -5,6 +5,7 @@ extends Node
signal shield_changed(max_value: int, old_value: int, new_value: int) signal shield_changed(max_value: int, old_value: int, new_value: int)
signal player_died() signal player_died()
signal enemy_died(value: int) signal enemy_died(value: int)
signal enemy_win()
signal initialize_shieldbar() signal initialize_shieldbar()
signal start_game() signal start_game()

29
main.gd
View file

@ -4,12 +4,7 @@ var enemy = preload("res://enemy.tscn")
var player = preload("res://player.tscn") var player = preload("res://player.tscn")
var instance = null var instance = null
var playing = false var playing = false
var enemy_count: int = 0: var enemy_count: int = 0
set(value):
if value < 0:
print_debug("Enemy value set to below zero: ", get_stack())
enemy_count = value
@onready var start_button = $CanvasLayer/CenterContainer/Start @onready var start_button = $CanvasLayer/CenterContainer/Start
@onready var game_over = $CanvasLayer/CenterContainer/GameOver @onready var game_over = $CanvasLayer/CenterContainer/GameOver
@ -22,17 +17,15 @@ func _ready():
func spawn_enemies(): func spawn_enemies():
# enemy_count = get_tree().get_nodes_in_group("enemies").size() get_tree().call_group("enemies", "queue_free")
# print("Remaining enemies: ", enemy_count)
# await get_tree().process_frame
get_tree().get_nodes_in_group("enemies").size()
for x in range(9): for x in range(9):
for y in range(3): for y in range(3):
var e = enemy.instantiate() var e = enemy.instantiate()
var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16) var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
add_child(e) add_child(e)
e.start(pos) e.start(pos)
print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size()) enemy_count = get_tree().get_nodes_in_group("enemies").size()
print("Remaining enemies: ", enemy_count)
func _on_enemy_died(value: int): func _on_enemy_died(value: int):
@ -41,12 +34,12 @@ func _on_enemy_died(value: int):
$CanvasLayer/UI.update_score(Global.score) $CanvasLayer/UI.update_score(Global.score)
print_debug(enemy_count) print_debug(enemy_count)
if enemy_count == 0: if enemy_count == 0:
print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size()) print("All enemies defeated!")
win_game() win_game()
func _on_player_died(): func _on_player_died():
# get_tree().call_group("enemies", "queue_free") # get_tree().call_group("enemies", "queue_free")
enemy_win() EventBus.enemy_win.emit()
# $Player.set_process(false) # $Player.set_process(false)
# get_tree().call_group("enemies", "set_process", false) # get_tree().call_group("enemies", "set_process", false)
instance.queue_free() instance.queue_free()
@ -58,18 +51,16 @@ func _on_player_died():
func new_game(): func new_game():
# Ensure enemies are cleared. # Ensure enemies are cleared.
enemy_count = 0
get_tree().call_group("enemies", "queue_free") get_tree().call_group("enemies", "queue_free")
get_tree().call_group("enemy_bullets", "queue_free") get_tree().call_group("enemy_bullets", "queue_free")
# print("Number of enemies at new_game: ",enemy_count) print("Number of enemies at new_game: ",enemy_count)
await get_tree().process_frame
# Reset score. # Reset score.
Global.score = 0 Global.score = 0
$CanvasLayer/UI.update_score(Global.score) $CanvasLayer/UI.update_score(Global.score)
# instantiate the Player # instantiate the Player
# await get_tree().create_timer(1).timeout
instance = player.instantiate() instance = player.instantiate()
add_child(instance) add_child(instance)
$Player.start() $Player.start()
@ -78,7 +69,6 @@ func new_game():
EventBus.initialize_shieldbar.emit() EventBus.initialize_shieldbar.emit()
# Tell the enemies to spawn! # Tell the enemies to spawn!
#await get_tree().create_timer(.5).timeout
spawn_enemies() spawn_enemies()
# Tell the game we're playing. # Tell the game we're playing.
@ -103,6 +93,3 @@ func win_game():
await get_tree().create_timer(2).timeout await get_tree().create_timer(2).timeout
game_over.hide() game_over.hide()
start_button.show() start_button.show()
func enemy_win() -> void:
print("Enemy win!")

View file

@ -30,17 +30,15 @@ func start():
print(shield) print(shield)
shader_active = false shader_active = false
$Ship.frame = 1 $Ship.frame = 1
$Ship/Boosters.hide()
$Ship.show() $Ship.show()
position = Vector2(screensize.x / 2, screensize.y) position = Vector2(screensize.x / 2, screensize.y)
var tween = create_tween() var tween = create_tween()
tween.tween_property(self, "position:y", 48 * -1, .75).as_relative() tween.tween_property(self, "position:y", 32 * -1, .25).as_relative()
$GunCooldown.wait_time = cooldown $GunCooldown.wait_time = cooldown
set_shield(max_shield) set_shield(max_shield)
print(shield) print(shield)
await get_tree().create_timer(2).timeout await get_tree().create_timer(2).timeout
set_process(true) set_process(true)
$Ship/Boosters.show()
can_shoot = true can_shoot = true
# EventBus.shield_changed.emit(max_shield, old_value, shield) # EventBus.shield_changed.emit(max_shield, old_value, shield)
@ -79,14 +77,13 @@ func set_shield(value: int):
print("Shield set to:", shield) print("Shield set to:", shield)
if shield <= 0: if shield <= 0:
print("Shader deactivated!") print("Shader deactivated!")
EventBus.player_died.emit()
set_process(false) set_process(false)
$Ship.hide() $Ship.hide()
shader_active = false
$Explosion.show() $Explosion.show()
$Explosion/AnimationPlayer.play("explosion-one-shot") $Explosion/AnimationPlayer.play("explosion-one-shot")
await $Explosion/AnimationPlayer.animation_finished await $Explosion/AnimationPlayer.animation_finished
EventBus.player_died.emit() shader_active = false
func _on_gun_cooldown_timeout() -> void: func _on_gun_cooldown_timeout() -> void:
can_shoot = true can_shoot = true