Reworked ending code to be more player node determined; added heart

animation; added reversable cloud scale toggle.
This commit is contained in:
Henry 2026-03-06 13:35:38 +00:00
parent 2db69a689b
commit 5bf3078953
10 changed files with 125 additions and 34 deletions

View file

@ -14,6 +14,7 @@ var shield: int = 0:
var pause: bool = false
var can_shoot = false
var can_win = false
var shader_active: bool = false:
set(value):
if value == true:
@ -127,21 +128,35 @@ func _on_area_entered(area):
if area.is_in_group("horse"):
print("Entered horse!")
shield -= int(max_shield / 2)
_on_damage_taken()
#shield -= int(max_shield / 2)
#_on_damage_taken()
if area.is_in_group("boss"):
print("Entered boss!")
shield -= int(max_shield / 2)
_on_damage_taken()
if can_win == true:
print("You can win!")
area.reparent(self)
EventBus.win_game.emit()
elif can_win == false:
shield -= int(max_shield / 2)
_on_damage_taken()
if area.is_in_group("heart"):
print("Got the heart!")
pause = true
reparent(area)
#pause = true
area.reparent(self)
EventBus.heart_beat.emit(2.0)
ship.frame = 0
can_win = true
EventBus.ending.emit(1)
#if area.is_in_group("boss") and can_win == true:
print("You can win!")
self.monitoring = false
func _on_damage_taken():