Roughed in dynamic CRT enemy movement; tweaked parallax cloud movement
and sprites.
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parent
26803702b1
commit
661098529d
12 changed files with 134 additions and 27 deletions
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@ -3,6 +3,7 @@ extends Area2D
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var bullet_scene = preload("res://scenes/enemy_bullet.tscn")
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var start_pos = Vector2.ZERO
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var speed = 0
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var direction = Vector2(0,1)
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var tween_speed: float = 1.4
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var exploding = false
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@ -11,11 +12,17 @@ var enemy_move_aggression = randf_range(5, 20)
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var enemy_shoot_aggression = randf_range(4, 20)
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@onready var screensize = get_viewport_rect().size
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@onready var timer = $MoveTimer
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func _ready():
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timer.start()
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func start(pos):
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speed = 0
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position = Vector2(pos.x, -pos.y)
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speed = 2
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var pos_mod = randf_range(-32,32) #modify the start position randomly
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position = Vector2(pos.x + pos_mod, -pos.y) #add the modifier
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#position = Vector2(pos.x, -pos.y)
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start_pos = pos
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await get_tree().create_timer(randf_range(0.25, 0.55)).timeout
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var tween = create_tween().set_trans(Tween.TRANS_BACK)
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@ -26,9 +33,21 @@ func start(pos):
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$ShootTimer.wait_time = enemy_shoot_aggression
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$ShootTimer.start()
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func _on_timer_timeout() -> void:
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func _on_timer_timeout():
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speed = randf_range(75, 100)
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$DirectionTimer.start()
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func _on_direction_timer_timeout():
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direction = Vector2(randf_range(-1, 1), randf_range(0, 1))
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direction = direction.snapped(Vector2(0,1))
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match direction:
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Vector2(0,1):
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$EnemyCRT.set_frame(0)
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Vector2(1,0):
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$EnemyCRT.set_frame(1)
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Vector2(-1,0):
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$EnemyCRT.set_frame(2)
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$DirectionTimer.start()
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func _on_shoot_timer_timeout():
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var b = bullet_scene.instantiate()
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@ -38,9 +57,36 @@ func _on_shoot_timer_timeout():
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$ShootTimer.start()
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func _process(delta):
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position.y += speed * delta
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position += direction * speed * delta
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#direction = direction.snapped(Vector2(1, 0)) # Snap to horizontal
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#direction = direction.snapped(Vector2(0, 1)) # Snap to vertical
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if position.y > screensize.y + 32:
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start(start_pos)
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#if position.x > screensize.x + 32:
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#start(start_pos)
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#
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#if position.x < screensize.x + 32:
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#start(start_pos)
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#if Input.is_action_just_pressed("ui_right"):
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#direction = Vector2(1, 0) # Move right
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#elif Input.is_action_just_pressed("ui_left"):
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#direction = Vector2(-1, 0) # Move left
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#elif Input.is_action_just_pressed("ui_up"):
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#direction = Vector2(0, -1) # Move up
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#elif Input.is_action_just_pressed("ui_down"):
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#direction = Vector2(0, 1) # Move down
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func explode():
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