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No commits in common. "dac1601f4afb9e9e1eecee9963b6c1ae68abf1a3" and "be3919acd777247c236a7626f47a8d563e52f9a9" have entirely different histories.
dac1601f4a
...
be3919acd7
4 changed files with 17 additions and 28 deletions
4
enemy.gd
4
enemy.gd
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@ -8,6 +8,8 @@ var exploding = false
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@onready var screensize = get_viewport_rect().size
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func _ready() -> void:
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EventBus.enemy_win.connect(_on_enemy_win)
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func start(pos):
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speed = 0
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@ -22,6 +24,8 @@ func start(pos):
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$ShootTimer.wait_time = randf_range(4, 20)
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$ShootTimer.start()
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func _on_enemy_win() -> void:
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print("Enemy win!")
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func _on_timer_timeout() -> void:
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speed = randf_range(75, 100)
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@ -5,6 +5,7 @@ extends Node
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signal shield_changed(max_value: int, old_value: int, new_value: int)
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signal player_died()
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signal enemy_died(value: int)
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signal enemy_win()
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signal initialize_shieldbar()
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signal start_game()
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29
main.gd
29
main.gd
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@ -4,12 +4,7 @@ var enemy = preload("res://enemy.tscn")
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var player = preload("res://player.tscn")
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var instance = null
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var playing = false
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var enemy_count: int = 0:
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set(value):
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if value < 0:
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print_debug("Enemy value set to below zero: ", get_stack())
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enemy_count = value
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var enemy_count: int = 0
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@onready var start_button = $CanvasLayer/CenterContainer/Start
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@onready var game_over = $CanvasLayer/CenterContainer/GameOver
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@ -22,17 +17,15 @@ func _ready():
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func spawn_enemies():
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# enemy_count = get_tree().get_nodes_in_group("enemies").size()
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# print("Remaining enemies: ", enemy_count)
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# await get_tree().process_frame
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get_tree().get_nodes_in_group("enemies").size()
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get_tree().call_group("enemies", "queue_free")
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for x in range(9):
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for y in range(3):
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var e = enemy.instantiate()
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var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
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add_child(e)
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e.start(pos)
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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enemy_count = get_tree().get_nodes_in_group("enemies").size()
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print("Remaining enemies: ", enemy_count)
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func _on_enemy_died(value: int):
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@ -41,12 +34,12 @@ func _on_enemy_died(value: int):
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$CanvasLayer/UI.update_score(Global.score)
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print_debug(enemy_count)
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if enemy_count == 0:
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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print("All enemies defeated!")
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win_game()
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func _on_player_died():
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# get_tree().call_group("enemies", "queue_free")
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enemy_win()
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EventBus.enemy_win.emit()
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# $Player.set_process(false)
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# get_tree().call_group("enemies", "set_process", false)
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instance.queue_free()
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@ -58,18 +51,16 @@ func _on_player_died():
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func new_game():
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# Ensure enemies are cleared.
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enemy_count = 0
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get_tree().call_group("enemies", "queue_free")
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get_tree().call_group("enemy_bullets", "queue_free")
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# print("Number of enemies at new_game: ",enemy_count)
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await get_tree().process_frame
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print("Number of enemies at new_game: ",enemy_count)
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# Reset score.
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Global.score = 0
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$CanvasLayer/UI.update_score(Global.score)
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# instantiate the Player
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# await get_tree().create_timer(1).timeout
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instance = player.instantiate()
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add_child(instance)
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$Player.start()
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@ -78,7 +69,6 @@ func new_game():
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EventBus.initialize_shieldbar.emit()
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# Tell the enemies to spawn!
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#await get_tree().create_timer(.5).timeout
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spawn_enemies()
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# Tell the game we're playing.
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@ -103,6 +93,3 @@ func win_game():
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await get_tree().create_timer(2).timeout
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game_over.hide()
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start_button.show()
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func enemy_win() -> void:
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print("Enemy win!")
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@ -30,17 +30,15 @@ func start():
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print(shield)
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shader_active = false
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$Ship.frame = 1
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$Ship/Boosters.hide()
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$Ship.show()
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position = Vector2(screensize.x / 2, screensize.y)
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var tween = create_tween()
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tween.tween_property(self, "position:y", 48 * -1, .75).as_relative()
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tween.tween_property(self, "position:y", 32 * -1, .25).as_relative()
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$GunCooldown.wait_time = cooldown
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set_shield(max_shield)
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print(shield)
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await get_tree().create_timer(2).timeout
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set_process(true)
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$Ship/Boosters.show()
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can_shoot = true
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# EventBus.shield_changed.emit(max_shield, old_value, shield)
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@ -79,14 +77,13 @@ func set_shield(value: int):
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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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$Ship.hide()
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shader_active = false
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$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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EventBus.player_died.emit()
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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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