Made refinement to CRT enemy movement logic.
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004e1063b8
commit
448009b6e4
5 changed files with 37 additions and 37 deletions
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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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