extends Area2D signal died signal damage_taken # signal shield_damage # signal shield_ui @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 @onready var explosion = $Explosion @onready var gun_cooldown = $GunCooldown @onready var ship = $Ship @onready var cooldown_timer = $CooldownTimer func _ready(): start() func start(): set_process(true) $Ship.show() position = Vector2(screensize.x / 2, screensize.y - 64) shield = max_shield $GunCooldown.wait_time = cooldown func _process(delta): var input = Input.get_vector("left", "right", "up", "down") if input.x > 0: $Ship.frame = 2 $Ship/Boosters.animation = "right" elif input.x < 0: $Ship.frame = 0 $Ship/Boosters.animation = "left" else: $Ship.frame = 1 $Ship/Boosters.animation = "forward" position += input * speed * delta position = position.clamp(Vector2(8, 8), screensize - Vector2(8, 8)) 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() -> void: can_shoot = true func _on_area_entered(area): if area.is_in_group("enemies"): area.explode() shield -= max_shield / 2 damage_taken.emit() if area.is_in_group("enemy_bullets"): damage_taken.emit() 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 shader_active = false $Ship.material.set_shader_parameter("toggle", 0.0)