Updated mirror wave; tweaked CRT movement

This commit is contained in:
Henry 2026-02-27 01:05:55 +00:00
parent 7e75a96795
commit 78472ee95c
28 changed files with 938 additions and 32 deletions

View file

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