Updated mirror wave; tweaked CRT movement
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7e75a96795
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78472ee95c
28 changed files with 938 additions and 32 deletions
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@ -6,11 +6,16 @@ var enemy = null
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@export var wave_complete: bool = false
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@onready var screensize = get_viewport_rect().size
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const COLS: int = 5
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const ROWS: int = 3
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const CHICKEN = preload("res://scenes/enemy_chicken.tscn")
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const CRT = preload("res://scenes/enemy_CRT.tscn")
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const MIRROR = preload("res://scenes/enemy_mirror.tscn")
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const SHARDS = preload("res://scenes/enemy_shards.tscn")
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const TABLE = preload("res://scenes/enemy_table.tscn")
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func _ready():
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wave_count = 0
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@ -19,7 +24,7 @@ func _ready():
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func spawn_enemies():
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if wave_count == 1: #This is for CHICKENS
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if wave_count == 2: #This is for CHICKENS
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print("Enemy Wave: ", wave_count)
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enemy = CHICKEN
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for x in range(COLS):
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@ -32,7 +37,7 @@ func spawn_enemies():
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await get_tree().process_frame
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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if wave_count == 0: #This is for CRTs
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if wave_count == 1: #This is for CRTs
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print("Enemy Wave: ", wave_count)
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enemy = CRT
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var cols_mod = COLS - 1
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@ -47,6 +52,41 @@ func spawn_enemies():
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enemy_count = rows_mod * cols_mod
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await get_tree().process_frame
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if wave_count == 0: #This if for Mirror
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print("Enemy Wave: ", wave_count)
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# Spawn Table
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EventBus.flash_screen.emit(.25)
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var t = TABLE.instantiate()
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add_child(t)
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t.position = Vector2(screensize.x / 2, position.y + 125)
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await get_tree().create_timer(1.5).timeout
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var ts = t.get_child(0)
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ts.frame = 1
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EventBus.flash_screen.emit(.25)
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await get_tree().create_timer(1.5).timeout
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# Spawn Mirror
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enemy = MIRROR
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enemy_count = 1
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var e = enemy.instantiate()
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add_child(e)
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e.position = Vector2(screensize.x / 2, position.y + 48)
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# Spawn Shards
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t.queue_free()
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var s = SHARDS.instantiate()
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add_child(s)
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s.position = Vector2(screensize.x / 2, position.y + 125)
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s.show()
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# Start Shards
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await get_tree().create_timer(2)
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s.start_all_animations()
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func _on_enemy_died():
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@ -65,7 +105,7 @@ func update_enemy_aggression(low,high):
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func wave_status():
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if enemy_count > 0:
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enemy_aggression_check()
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#enemy_aggression_check()
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wave_complete = false
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else:
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