Initial jam build, 2 endings— secret ending glitches and doesn't show

title upon completion.
This commit is contained in:
Henry 2026-03-05 11:43:13 +00:00
parent ab0a4e24f7
commit 7b47e847ae
14 changed files with 496 additions and 58 deletions

View file

@ -12,7 +12,7 @@ signal damage_taken
var shield: int = 0:
set = _on_set_shield
var pause: bool = false
var can_shoot = false
var shader_active: bool = false:
set(value):
@ -32,6 +32,7 @@ func _ready():
set_process(false)
print(shield)
EventBus.set_shield.connect(_on_set_shield)
#EventBus.player_victory.connect(_on_player_victory)
# start()
func start():
@ -55,6 +56,8 @@ func start():
# EventBus.shield_changed.emit(max_shield, old_value, shield)
func _process(delta):
if pause == true: return
var input = Input.get_vector("left", "right", "up", "down")
if input.x > 0:
$Ship.frame = 2
@ -129,9 +132,16 @@ func _on_area_entered(area):
if area.is_in_group("boss"):
print("Entered boss!")
shield -= int(max_shield / 2)
_on_damage_taken()
if area.is_in_group("heart"):
print("Got the heart!")
pause = true
reparent(area)
ship.frame = 0
EventBus.ending.emit(1)
func _on_damage_taken():
@ -150,8 +160,10 @@ func _on_player_victory() -> void:
print("Victory!")
# get_node("EnemyBullet").monitoring = false #TODO make sure bullets stop monitoring!
set_process(false)
$Ship.frame = 1
await get_tree().create_timer(1).timeout
#$Ship.frame = 1
self.monitorable = false
self.monitoring = false
await get_tree().create_timer(4).timeout
# $Ship/Boosters/BoosterBurst.show()
var tween = create_tween()
tween.tween_property(self, "position:y", 60 * -1, .25).set_ease(tween.EASE_IN)