Updated goose_talk to allow for interruptions (unfinished); improved

chicken animation, reduced scale in-engine.
This commit is contained in:
Henry 2026-02-14 17:46:02 +00:00
parent 462b0fc4b0
commit 2a7e1a2b6c
16 changed files with 221 additions and 254 deletions

View file

@ -1,6 +1,5 @@
extends Node2D
var enemy = preload("res://scenes/enemy.tscn")
var player = preload("res://scenes/player.tscn")
var instance = null
var playing: bool = false
@ -78,7 +77,7 @@ func _on_player_died():
# get_tree().call_group("enemies", "queue_free")
# $Player.set_process(false)
# get_tree().call_group("enemies", "set_process", false)
enemy_win()
EventBus.goose_talk.emit(3)
instance.queue_free()
game_over.show()
await get_tree().create_timer(2).timeout
@ -117,7 +116,7 @@ func new_game():
# Tell the enemies to spawn!
#await get_tree().create_timer(.5).timeout
$Wave.spawn_enemies()
$Wave.spawn_enemies()
# Tell the game we're playing.
@ -145,6 +144,3 @@ func win_game():
game_over.hide()
$CanvasLayer/Title.show()
start_button.show()
func enemy_win() -> void:
print("Enemy win!")