goose_talk function now passes index_frame attribute to set which phrase
will display from the spritesheet.
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parent
e3c384c3cd
commit
462b0fc4b0
7 changed files with 16 additions and 13 deletions
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@ -8,6 +8,6 @@ signal enemy_died()
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signal enemy_hit(value: int)
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signal enemy_hit(value: int)
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signal initialize_shieldbar()
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signal initialize_shieldbar()
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signal start_game()
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signal start_game()
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signal goose_talk()
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signal goose_talk(frame_index: int)
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@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations
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@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations
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@ -5,18 +5,18 @@ func _ready() -> void:
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EventBus.goose_talk.connect(_on_goose_talk)
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EventBus.goose_talk.connect(_on_goose_talk)
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func _on_goose_talk():
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func _on_goose_talk(frame_index: int):
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print("QUACK")
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print("QUACK")
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self.show()
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self.show()
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$DapperGoose/Bubble.set_frame(frame_index)
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var tween = create_tween()
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var tween = create_tween()
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tween.tween_property(self, "position:x", position.x - 50, .5).set_ease(tween.EASE_OUT)
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tween.tween_property(self, "position:x", position.x - 50, .5).set_ease(tween.EASE_OUT)
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await tween.finished
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await tween.finished
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$DapperGoose/Bubble.show()
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$DapperGoose/Bubble.show()
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await get_tree().create_timer(3).timeout
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await get_tree().create_timer(3).timeout
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$DapperGoose/Bubble.hide()
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$DapperGoose/Bubble.hide()
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tween = create_tween()
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tween = create_tween()
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tween.tween_property(self, "position:x", position.x + 50, .5).set_ease(tween.EASE_IN)
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tween.tween_property(self, "position:x", position.x + 50, .5).set_ease(tween.EASE_IN)
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await tween.finished
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await tween.finished
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self.hide()
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self.hide()
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@ -14,9 +14,9 @@ script = ExtResource("1_wf0t2")
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texture = ExtResource("1_wo8sg")
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texture = ExtResource("1_wo8sg")
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[node name="Bubble" type="Sprite2D" parent="DapperGoose" unique_id=2012258473]
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[node name="Bubble" type="Sprite2D" parent="DapperGoose" unique_id=2012258473]
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visible = false
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position = Vector2(-108, -21)
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position = Vector2(-108, -21)
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texture = ExtResource("3_g7ad0")
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texture = ExtResource("3_g7ad0")
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hframes = 3
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1718121082]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1718121082]
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position = Vector2(-18.5, 1)
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position = Vector2(-18.5, 1)
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@ -104,16 +104,20 @@ func new_game():
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# Tell the shield to recharge.
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# Tell the shield to recharge.
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# EventBus.initialize_shieldbar.emit()
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# EventBus.initialize_shieldbar.emit()
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# await EventBus.initialize_shieldbar
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# await EventBus.initialize_shieldbar
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# instantiate the Player
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# instantiate the Player
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# await get_tree().create_timer(1).timeout
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# await get_tree().create_timer(1).timeout
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instance = player.instantiate()
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instance = player.instantiate()
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add_child(instance)
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add_child(instance)
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$Player.start()
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$Player.start()
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# Do some DapperGoose talk
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await get_tree().create_timer(1.5).timeout
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EventBus.goose_talk.emit(2)
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# Tell the enemies to spawn!
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# Tell the enemies to spawn!
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#await get_tree().create_timer(.5).timeout
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#await get_tree().create_timer(.5).timeout
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$Wave.spawn_enemies()
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$Wave.spawn_enemies()
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# Tell the game we're playing.
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# Tell the game we're playing.
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@ -42,7 +42,7 @@ func start():
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$Ship.show()
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$Ship.show()
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position = Vector2(screensize.x / 2, screensize.y)
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position = Vector2(screensize.x / 2, screensize.y)
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var tween = create_tween()
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var tween = create_tween()
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tween.tween_property(self, "position:y", 48 * -1, .75).as_relative()
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tween.tween_property(self, "position:y", 120 * -1, 1).as_relative()
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await tween.finished
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await tween.finished
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$GunCooldown.wait_time = cooldown
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$GunCooldown.wait_time = cooldown
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set_shield(max_shield)
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set_shield(max_shield)
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Binary file not shown.
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Before Width: | Height: | Size: 688 B After Width: | Height: | Size: 1.6 KiB |
7
wave.gd
7
wave.gd
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@ -34,7 +34,6 @@ func _on_enemy_died():
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func update_enemy_aggression(low,high):
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func update_enemy_aggression(low,high):
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var nodes = get_tree().get_nodes_in_group("enemies")
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var nodes = get_tree().get_nodes_in_group("enemies")
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for node in nodes:
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for node in nodes:
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if node is Area2D:
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if node is Area2D:
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node.enemy_move_aggression = randf_range(low,high)
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node.enemy_move_aggression = randf_range(low,high)
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@ -48,7 +47,7 @@ func wave_status():
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wave_complete = false
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wave_complete = false
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else:
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else:
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EventBus.goose_talk.emit()
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EventBus.goose_talk.emit(1)
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wave_initialize()
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wave_initialize()
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wave_complete = true
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wave_complete = true
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@ -61,11 +60,11 @@ func enemy_aggression_check():
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if enemy_count == ROWS * COLS / 2:
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if enemy_count == ROWS * COLS / 2:
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print_debug("Enemy count is 50%")
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print_debug("Enemy count is 50%")
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update_enemy_aggression(2,10)
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update_enemy_aggression(2,10)
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EventBus.goose_talk.emit()
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EventBus.goose_talk.emit(0)
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if enemy_count == ROWS * COLS / 4:
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if enemy_count == ROWS * COLS / 4:
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print_debug("Enemy count is 25%")
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print_debug("Enemy count is 25%")
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update_enemy_aggression(1,1)
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update_enemy_aggression(1,1)
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