Initial jam build, 2 endings— secret ending glitches and doesn't show
title upon completion.
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ab0a4e24f7
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7b47e847ae
14 changed files with 496 additions and 58 deletions
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@ -12,7 +12,7 @@ signal damage_taken
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var shield: int = 0:
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set = _on_set_shield
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var pause: bool = false
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var can_shoot = false
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var shader_active: bool = false:
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set(value):
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@ -32,6 +32,7 @@ func _ready():
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set_process(false)
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print(shield)
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EventBus.set_shield.connect(_on_set_shield)
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#EventBus.player_victory.connect(_on_player_victory)
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# start()
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func start():
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@ -55,6 +56,8 @@ func start():
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# EventBus.shield_changed.emit(max_shield, old_value, shield)
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func _process(delta):
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if pause == true: return
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var input = Input.get_vector("left", "right", "up", "down")
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if input.x > 0:
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$Ship.frame = 2
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@ -129,9 +132,16 @@ func _on_area_entered(area):
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if area.is_in_group("boss"):
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print("Entered boss!")
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shield -= int(max_shield / 2)
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_on_damage_taken()
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if area.is_in_group("heart"):
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print("Got the heart!")
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pause = true
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reparent(area)
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ship.frame = 0
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EventBus.ending.emit(1)
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func _on_damage_taken():
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@ -150,8 +160,10 @@ func _on_player_victory() -> void:
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print("Victory!")
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# get_node("EnemyBullet").monitoring = false #TODO make sure bullets stop monitoring!
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set_process(false)
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$Ship.frame = 1
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await get_tree().create_timer(1).timeout
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#$Ship.frame = 1
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self.monitorable = false
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self.monitoring = false
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await get_tree().create_timer(4).timeout
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# $Ship/Boosters/BoosterBurst.show()
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var tween = create_tween()
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tween.tween_property(self, "position:y", 60 * -1, .25).set_ease(tween.EASE_IN)
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