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6 commits

Author SHA1 Message Date
Henry
9f2569a73c Identified @export variables as int, float and the game started again! 2025-12-16 09:25:40 +00:00
Henry
65a887e9db Fixed an issue with a signal for cool down; still having an issue with
wait_time and vector2 controlling movement.
2025-12-16 00:05:26 +00:00
Henry
d739beb6f2 Cleaned up @export and @onready ordering; commented out unfinished
features.
2025-12-15 12:03:13 +00:00
Henry
1ebba28e5d Updated event_bus to have shield change single; attempted to update
player's set shield but running into problems at runtime.
2025-12-15 10:20:23 +00:00
Henry
d64504189a Branch for signal refactoring, singleton bus. 2025-12-14 20:32:23 +00:00
Henry
ab8643d093 Setting up ground work to tween shield indicator. 2025-12-13 11:14:07 +00:00
11 changed files with 126 additions and 71 deletions

7
event_bus.gd Normal file
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@ -0,0 +1,7 @@
extends Node
@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
signal shield_changed(max_value: int, old_value: int, new_value: int)
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations

1
event_bus.gd.uid Normal file
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@ -0,0 +1 @@
uid://jibpipn2p1c7

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@ -1,9 +1,8 @@
[gd_scene load_steps=13 format=3 uid="uid://cc2dnhuv4qx7m"]
[gd_scene load_steps=11 format=3 uid="uid://cc2dnhuv4qx7m"]
[ext_resource type="Script" uid="uid://c51huloycn5as" path="res://main.gd" id="1_h2yge"]
[ext_resource type="Texture2D" uid="uid://jj8b7vqj3ihx" path="res://Mini Pixel Pack 3/Space_BG (2 frames) (64 x 64).png" id="1_ig7tw"]
[ext_resource type="PackedScene" uid="uid://pyuorpwb7lpe" path="res://player.tscn" id="2_0xm2m"]
[ext_resource type="Shader" uid="uid://c4jtlpwspb778" path="res://crt.gdshader" id="3_272bh"]
[ext_resource type="PackedScene" uid="uid://s6wf3egdqtmh" path="res://ui.tscn" id="4_1bvp3"]
[ext_resource type="Texture2D" uid="uid://bonoqs5pisflo" path="res://Mini Pixel Pack 3/UI objects/START (48 x 8).png" id="5_lquwl"]
[ext_resource type="Texture2D" uid="uid://bubqwoum50gf8" path="res://Mini Pixel Pack 3/UI objects/GAME_OVER (72 x 8).png" id="6_7mycd"]
@ -48,30 +47,6 @@ _data = {
&"scroll": SubResource("Animation_h2yge")
}
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kek77"]
shader = ExtResource("3_272bh")
shader_parameter/overlay = true
shader_parameter/resolution = Vector2(640, 480)
shader_parameter/brightness = 1.4
shader_parameter/scanlines_opacity = 0.530000025175
shader_parameter/scanlines_width = 0.2370000112575
shader_parameter/grille_opacity = 0.3
shader_parameter/roll = false
shader_parameter/roll_speed = 4.0
shader_parameter/roll_size = 5.0000002375
shader_parameter/roll_variation = 0.90200003958512
shader_parameter/distort_intensity = 0.0
shader_parameter/aberration = 0.03
shader_parameter/noise_opacity = 0.4
shader_parameter/noise_speed = 5.0
shader_parameter/static_noise_intensity = 0.06
shader_parameter/pixelate = true
shader_parameter/discolor = true
shader_parameter/warp_amount = 0.0
shader_parameter/clip_warp = false
shader_parameter/vignette_intensity = 0.4
shader_parameter/vignette_opacity = 0.1750000083125
[node name="Main" type="Node2D"]
script = ExtResource("1_h2yge")
@ -86,6 +61,9 @@ region_rect = Rect2(0, 0, 240, 320)
[node name="Player" parent="." instance=ExtResource("2_0xm2m")]
position = Vector2(123, 270)
max_shield = null
speed = null
cooldown = null
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
@ -96,6 +74,8 @@ autoplay = "scroll"
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="UI" parent="CanvasLayer" instance=ExtResource("4_1bvp3")]
offset_right = 196.0
offset_bottom = 36.0
[node name="CenterContainer" type="CenterContainer" parent="CanvasLayer"]
anchors_preset = 15
@ -112,12 +92,4 @@ texture_normal = ExtResource("5_lquwl")
layout_mode = 2
texture = ExtResource("6_7mycd")
[node name="Sprite2D" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_kek77")
position = Vector2(120, 161.5)
scale = Vector2(1.859375, 5.015625)
texture = ExtResource("1_ig7tw")
[connection signal="died" from="Player" to="." method="_on_player_died"]
[connection signal="shield_changed" from="Player" to="CanvasLayer/UI" method="update_shield"]
[connection signal="pressed" from="CanvasLayer/CenterContainer/Start" to="." method="_on_start_pressed"]

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@ -1,19 +1,24 @@
extends Area2D
signal died
signal shield_changed
signal damage_taken
# signal shield_damage
# signal shield_ui
@export var speed: int = 150
@export var cooldown: float = 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
@export var max_shield = 10
var shield = max_shield:
set = set_shield
@export var speed = 150
@export var cooldown = 0.25
@export var bullet_scene : PackedScene
var can_shoot = true
@onready var explosion = $Explosion
@onready var wait_time = $GunCooldown
@onready var ship = $Ship
func _ready():
start()
@ -21,30 +26,10 @@ 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):
shield = min(max_shield, value)
shield_changed.emit(max_shield, shield)
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:
@ -61,11 +46,33 @@ func _process(delta):
if Input.is_action_pressed("shoot"):
shoot()
func _on_gun_cooldown_timeout():
can_shoot = true
func shoot():
if not can_shoot:
return
can_shoot = false
$GunCooldown.start()
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position + Vector2(0, -8))
var tween = create_tween().set_parallel(false)
tween.tween_property($Ship, "position:y", 1, 0.1)
tween.tween_property($Ship, "position:y", 0, 0.05)
func _on_gun_cool_down_timeout() -> void:
can_shoot = true
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() # Don't need this anymore since switching to event_bus.gd
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() -> void:
can_shoot = true
func _on_area_entered(area):
if area.is_in_group("enemies"):
@ -77,6 +84,7 @@ func _on_area_entered(area):
func _on_damage_taken() -> void:
# emit_signal("shield_ui")
shader_active = true
$Ship.material.set_shader_parameter("toggle", 1.0)
await get_tree().create_timer(1).timeout

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@ -104,4 +104,4 @@ visible = false
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="damage_taken" from="." to="." method="_on_damage_taken"]
[connection signal="timeout" from="GunCooldown" to="." method="_on_gun_cool_down_timeout"]
[connection signal="timeout" from="GunCooldown" to="." method="_on_gun_cooldown_timeout"]

6
progress_bar.gd Normal file
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@ -0,0 +1,6 @@
extends TextureProgressBar
func _ready():
self.value = 0
var shield_tween = get_tree().create_tween()
shield_tween.tween_property(self, "value", 100, 3).set_trans(Tween.TRANS_LINEAR)

1
progress_bar.gd.uid Normal file
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@ -0,0 +1 @@
uid://b85ktxeoj4b2n

19
progress_bar.tscn Normal file
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@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://c8s7htpdg4v4i"]
[ext_resource type="Texture2D" uid="uid://d11molrkdjjh5" path="res://bar_background.png" id="1_q0tf5"]
[ext_resource type="Texture2D" uid="uid://bsl3pxvxiuoqg" path="res://bar_foreground.png" id="2_5xu4y"]
[ext_resource type="Script" uid="uid://b85ktxeoj4b2n" path="res://progress_bar.gd" id="3_5xu4y"]
[node name="ProgressBar" type="TextureProgressBar"]
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 20.0
grow_horizontal = 2
nine_patch_stretch = true
stretch_margin_left = 8
stretch_margin_top = 8
stretch_margin_right = 8
stretch_margin_bottom = 8
texture_under = ExtResource("1_q0tf5")
texture_progress = ExtResource("2_5xu4y")
script = ExtResource("3_5xu4y")

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@ -14,6 +14,10 @@ config/name="shmup01b"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
EventBus="*res://event_bus.gd"
[display]
window/size/viewport_width=240

31
ui.gd
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@ -3,10 +3,37 @@ extends MarginContainer
@onready var shield_bar = $HBoxContainer/ShieldBar
@onready var score_counter = $HBoxContainer/ScoreCounter
# var shader_active = false
func _ready():
# get_node("Player.Ship").node_ready.connect("shield_ui", self, "_on_shield_ui")
EventBus.shield_changed.connect(_on_shield_changed)
func update_score(value):
score_counter.display_digits(value)
func update_shield(max_value, value):
func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
shield_bar.max_value = max_value
shield_bar.value = value
shield_bar.value = new_value
print("update_shield"," ","Current ",(new_value), " ", "(Max ",(max_value),")"," ","Old Value:"," ",old_value)
if new_value >= max_value:
print("No need to tween!")
else:
print("I should be tweening!")
var tween = create_tween()
tween.tween_property(shield_bar, "value", (old_value/max_value)*100, .25).set_trans(Tween.TRANS_LINEAR)
# 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)

12
ui.tscn
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@ -1,10 +1,15 @@
[gd_scene load_steps=5 format=3 uid="uid://s6wf3egdqtmh"]
[gd_scene load_steps=7 format=3 uid="uid://s6wf3egdqtmh"]
[ext_resource type="Texture2D" uid="uid://d11molrkdjjh5" path="res://bar_background.png" id="1_m6e0p"]
[ext_resource type="Script" uid="uid://b544c65halgk4" path="res://ui.gd" id="1_nltto"]
[ext_resource type="Texture2D" uid="uid://bsl3pxvxiuoqg" path="res://bar_foreground.png" id="2_27fn8"]
[ext_resource type="Shader" uid="uid://dfywtah53il1m" path="res://player_hit.gdshader" id="2_ibotj"]
[ext_resource type="PackedScene" uid="uid://5qkcf1cpre32" path="res://score_counter.tscn" id="4_ibotj"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_n5ude"]
shader = ExtResource("2_ibotj")
shader_parameter/toggle = 0.0
[node name="UI" type="MarginContainer"]
anchors_preset = 10
anchor_right = 1.0
@ -20,8 +25,11 @@ script = ExtResource("1_nltto")
layout_mode = 2
[node name="ShieldBar" type="TextureProgressBar" parent="HBoxContainer"]
material = SubResource("ShaderMaterial_n5ude")
custom_minimum_size = Vector2(80, 16)
layout_mode = 2
step = 0.0
value = 100.0
nine_patch_stretch = true
stretch_margin_left = 3
stretch_margin_top = 3
@ -32,3 +40,5 @@ texture_progress = ExtResource("2_27fn8")
[node name="ScoreCounter" parent="HBoxContainer" instance=ExtResource("4_ibotj")]
layout_mode = 2
[connection signal="value_changed" from="HBoxContainer/ShieldBar" to="." method="_on_shield_bar_value_changed"]