116 lines
3.2 KiB
GDScript
116 lines
3.2 KiB
GDScript
extends Node2D
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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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if value > 27:
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print_debug("Enemy value set to above 27!: ", get_stack())
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enemy_count = value
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const COLS: int = 9
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const ROWS: int = 3
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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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func _ready():
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game_over.hide()
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start_button.show()
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EventBus.player_died.connect(_on_player_died)
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EventBus.enemy_died.connect(_on_enemy_died)
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EventBus.enemy_hit.connect(_on_enemy_hit)
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func spawn_enemies():
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# print("Remaining enemies: ", enemy_count)
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# await get_tree().process_frame
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for x in range(COLS):
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for y in range(ROWS):
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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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enemy_count = ROWS * COLS
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await get_tree().process_frame
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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func _on_enemy_died():
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enemy_count -= 1
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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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win_game()
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func _on_enemy_hit(value: int):
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Global.score += value
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$CanvasLayer/UI.update_score(Global.score)
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func _on_player_died():
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# get_tree().call_group("enemies", "queue_free")
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# $Player.set_process(false)
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# get_tree().call_group("enemies", "set_process", false)
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enemy_win()
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instance.queue_free()
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game_over.show()
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await get_tree().create_timer(2).timeout
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game_over.hide()
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start_button.show()
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playing = false
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func new_game():
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# Ensure enemies are cleared.
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get_tree().call_group("enemies", "queue_free")
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get_tree().call_group("enemy_bullets", "queue_free")
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# print("Number of enemies at new_game: ",enemy_count)
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enemy_count = 0
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await get_tree().process_frame
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# Reset score.
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Global.score = 0
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$CanvasLayer/UI.update_score(Global.score)
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# Tell the shield to recharge.
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# EventBus.initialize_shieldbar.emit()
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# await EventBus.initialize_shieldbar
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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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$Player.start()
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# Tell the enemies to spawn!
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#await get_tree().create_timer(.5).timeout
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spawn_enemies()
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# Tell the game we're playing.
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playing = true
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print("New game started!")
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func _input(EventInput):
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if EventInput.is_action_pressed("shoot") and playing == false:
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print("Input detected!")
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start_button.hide()
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new_game()
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func _on_start_pressed():
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start_button.hide()
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new_game()
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func win_game():
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playing = false
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game_over.show()
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$Player._on_player_victory()
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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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