On the advice of Sophie, I adjusted the shader settings on the resource

to be local to the scene so not all CRTs flashed when one got hit.
This commit is contained in:
Henry 2026-03-01 12:21:40 +00:00
parent aae3238906
commit 4f0eff986f
5 changed files with 44 additions and 41 deletions

View file

@ -19,33 +19,32 @@ func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
func _on_area_entered(area: Area2D) -> void:
var enemies = get_tree().get_nodes_in_group("enemies")
if area.is_in_group("enemies"):
#for enemy in enemies:
match enemies.enemy_type:
"crt":
if area.is_in_group("enemies"):
print("CRT hit!")
area.hit_detection()
queue_free()
"shards":
if area.is_in_group("shards"):
print("Shards hit!")
area.hit_detection()
"mirror":
if area.is_in_group("enemies"):
print("Mirror hit!")
area.hit_detection()
queue_free()
"chicken":
if area.is_in_group("enemies"):
print("Chicken hit!")
match area.enemy_type:
"crt":
if area.is_in_group("enemies"):
print("CRT hit!")
area.hit_detection()
queue_free()
"shards":
if area.is_in_group("shards"):
print("Shards hit!")
area.hit_detection()
"mirror":
if area.is_in_group("enemies"):
print("Mirror hit!")
area.hit_detection()
queue_free()
"chicken":
if area.is_in_group("enemies"):
print("Chicken hit!")
area.hit_detection()
queue_free()
#func bullet_fx():
#shader_active = true

View file

@ -5,9 +5,9 @@ var enemy_type: String = "crt"
var bullet_scene = preload("res://scenes/enemy_bullet.tscn")
var start_pos = Vector2.ZERO
var move_break
var speed = 0
var speed: int = 0
var direction = Vector2(0,1)
var tween_speed: float = 1.4
var tween_speed: float = 1
var exploding = false
var can_shoot = true
@ -23,25 +23,25 @@ var enemy_shoot_aggression = randf_range(4, 20)
const TILE = 32
@onready var screensize = get_viewport_rect().size
@onready var timer = $MoveTimer
@onready var move_timer = $MoveTimer
@onready var crt = $CRT
func _ready():
timer.start()
move_timer.start()
func start(pos):
speed = 2
$CRT.frame = 0
speed = 4
crt.frame = 0
#var pos_mod = randf_range(-TILE,TILE) #modify the start position randomly
#position = Vector2(pos.x + pos_mod, -pos.y) #add the modifier
position = Vector2(pos.x, -pos.y)
start_pos = pos
await get_tree().create_timer(randf_range(0.25, 0.55)).timeout
await get_tree().create_timer(randf_range(0.25, 0.35)).timeout
var tween = create_tween().set_trans(Tween.TRANS_BACK)
tween.tween_property(self, "position:y", start_pos.y, tween_speed)
await tween.finished
$MoveTimer.wait_time = enemy_move_aggression
$MoveTimer.start()
move_timer.wait_time = enemy_move_aggression
move_timer.start()
$ShootTimer.wait_time = enemy_shoot_aggression
$ShootTimer.start()
@ -53,19 +53,19 @@ func _on_direction_timer_timeout():
var move_direction = int(randf_range(0,3))
match move_direction:
0:
$CRT.frame = 0
crt.frame = 0
direction = Vector2(0,1)
can_shoot = true
vulnerable = true
#$DirectionTimer.start()
1:
$CRT.frame = 1
crt.frame = 1
direction = Vector2(1,0)
can_shoot = false
vulnerable = false
#$DirectionTimer.start()
2:
$CRT.frame = 2
crt.frame = 2
direction = Vector2(-1,0)
can_shoot = false
vulnerable = false
@ -120,12 +120,16 @@ func block():
#if blocking: return
#blocking = true
stunned = true
print("CRT Stunned!")
$DirectionTimer.stop()
shader_active = true
crt.material.set_shader_parameter("toggle", 1.0)
await get_tree().create_timer(5).timeout
await get_tree().create_timer(2).timeout
crt.material.set_shader_parameter("toggle", 0.0)
shader_active = false
stunned = false
$DirectionTimer.stop()
print("CRT Not Stunned!")

View file

@ -27,6 +27,7 @@ void fragment() {
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_gas3w"]
resource_local_to_scene = true
shader = SubResource("Shader_emiuq")
shader_parameter/toggle = 0.0
@ -237,6 +238,7 @@ scale = Vector2(0.99999857, 0.99999857)
shape = SubResource("RectangleShape2D_4gyqm")
[node name="MoveTimer" type="Timer" parent="." unique_id=1928257014]
wait_time = 0.75
one_shot = true
[node name="ShootTimer" type="Timer" parent="." unique_id=1985644907]

View file

@ -11,11 +11,9 @@ size = Vector2(73, 100)
script = ExtResource("1_wf0t2")
[node name="DapperGoose" type="Sprite2D" parent="." unique_id=1690665905]
z_index = -4
texture = ExtResource("1_wo8sg")
[node name="Bubble" type="Sprite2D" parent="DapperGoose" unique_id=2012258473]
z_index = -5
position = Vector2(-108, -21)
texture = ExtResource("3_g7ad0")
hframes = 4

View file

@ -24,7 +24,7 @@ func _ready():
func spawn_enemies():
if wave_count == 0: #This is for CHICKENS
if wave_count == 1: #This is for CHICKENS
print("Enemy Wave: ", wave_count)
enemy = CHICKEN
for x in range(COLS):
@ -37,7 +37,7 @@ func spawn_enemies():
await get_tree().process_frame
print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
if wave_count == 1: #This is for CRTs
if wave_count == 0: #This is for CRTs
print("Enemy Wave: ", wave_count)
enemy = CRT
var cols_mod = COLS - 1