Made refinement to CRT enemy movement logic.
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004e1063b8
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448009b6e4
5 changed files with 37 additions and 37 deletions
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@ -25,21 +25,16 @@ func _on_area_entered(area: Area2D) -> void:
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match enemy.enemy_type:
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"crt":
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if area.is_in_group("enemies"):
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if enemy.vulnerable == true:
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area.hit_detection()
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queue_free()
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print("CRT hit!")
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area.hit_detection()
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queue_free()
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if enemy.vulnerable == false:
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print("blocked!")
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enemy.block()
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#await bullet_fx()
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queue_free()
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"shards":
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if area.is_in_group("shards"):
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print("Shards hit!")
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area.hit_detection()
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"mirror":
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@ -24,7 +24,7 @@ const TILE = 32
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@onready var screensize = get_viewport_rect().size
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@onready var timer = $MoveTimer
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@onready var crt = get_node("CRT")
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@onready var crt = $CRT
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func _ready():
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timer.start()
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@ -57,25 +57,28 @@ func _on_direction_timer_timeout():
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direction = Vector2(0,1)
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can_shoot = true
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vulnerable = true
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#$DirectionTimer.start()
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1:
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$CRT.frame = 1
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direction = Vector2(1,0)
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can_shoot = false
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vulnerable = false
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#$DirectionTimer.start()
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2:
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$CRT.frame = 2
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direction = Vector2(-1,0)
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can_shoot = false
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vulnerable = false
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#$DirectionTimer.start()
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$DirectionTimer.start()
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func _on_shoot_timer_timeout():
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if can_shoot == true:
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var b = bullet_scene.instantiate()
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get_tree().root.add_child(b)
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b.start(position)
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$ShootTimer.wait_time = randf_range(4, 20)
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#$ShootTimer.wait_time = randf_range(4, 20)
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$ShootTimer.start()
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else:
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@ -85,38 +88,43 @@ func _process(delta):
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if stunned == true:
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return
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position += direction * speed * delta
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if stunned == false:
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position += direction * speed * delta
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if position.x > screensize.x + 32:
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start(start_pos)
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if position.y > screensize.y + 32:
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start(start_pos)
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func hit_detection():
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if exploding: return
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exploding = true
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EventBus.enemy_hit.emit(5)
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speed = 0
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$ImpactCRT.play()
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$AnimationPlayer.play("explode")
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#set_deferred("monitoring", false)
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await $AnimationPlayer.animation_finished
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queue_free()
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EventBus.enemy_died.emit()
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if vulnerable == true:
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exploding = true
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EventBus.enemy_hit.emit(5)
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speed = 0
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$ImpactCRT.play()
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$AnimationPlayer.play("explode")
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#set_deferred("monitoring", false)
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await $AnimationPlayer.animation_finished
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queue_free()
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EventBus.enemy_died.emit()
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if vulnerable == false:
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block()
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func block():
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if blocking: return
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blocking = true
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#if blocking: return
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#blocking = true
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stunned = true
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await get_tree().create_timer(5).timeout
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shader_active = true
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crt.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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shader_active = false
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await get_tree().create_timer(5).timeout
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crt.material.set_shader_parameter("toggle", 0.0)
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shader_active = false
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stunned = false
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@ -221,11 +221,11 @@ shape = SubResource("RectangleShape2D_4gyqm")
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one_shot = true
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[node name="ShootTimer" type="Timer" parent="." unique_id=1985644907]
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wait_time = 0.35
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wait_time = 0.25
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one_shot = true
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[node name="DirectionTimer" type="Timer" parent="." unique_id=2080229505]
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wait_time = 0.25
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wait_time = 0.75
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[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=702523492]
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libraries/ = SubResource("AnimationLibrary_7ellt")
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@ -120,9 +120,6 @@ func _on_area_entered(area):
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area.hit_detection()
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if area.is_in_group("enemy_bullets") and self.monitoring == true:
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damage_taken.emit()
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#if area.is_in_group("shards"):
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# shield -= int(max_shield / 2)
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func _on_damage_taken():
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@ -37,7 +37,7 @@ func spawn_enemies():
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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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if wave_count == 1: #This is for CRTs
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if wave_count == 0: #This is for CRTs
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print("Enemy Wave: ", wave_count)
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enemy = CRT
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var cols_mod = COLS - 1
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@ -52,7 +52,7 @@ func spawn_enemies():
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enemy_count = rows_mod * cols_mod
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await get_tree().process_frame
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if wave_count == 0: #This if for Mirror
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if wave_count == 1: #This if for Mirror
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print("Enemy Wave: ", wave_count)
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# Spawn Table
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