Added maggie's CRT destruction sound.

This commit is contained in:
Henry 2026-02-22 20:42:15 +00:00
parent 661098529d
commit 7e75a96795
8 changed files with 160 additions and 66 deletions

View file

@ -1,28 +1,40 @@
extends Area2D
var enemy_type: String = "crt"
var bullet_scene = preload("res://scenes/enemy_bullet.tscn")
var start_pos = Vector2.ZERO
var move_break
var speed = 0
var direction = Vector2(0,1)
var tween_speed: float = 1.4
var exploding = false
var can_shoot = true
var vulnerable = true
var stunned = false
var blocking = false
var shader_active = false
var enemy_move_aggression = randf_range(5, 20)
var enemy_shoot_aggression = randf_range(4, 20)
const TILE = 32
@onready var screensize = get_viewport_rect().size
@onready var timer = $MoveTimer
@onready var crt = $EnemyCRT/CRT
func _ready():
timer.start()
func start(pos):
speed = 2
var pos_mod = randf_range(-32,32) #modify the start position randomly
position = Vector2(pos.x + pos_mod, -pos.y) #add the modifier
#position = Vector2(pos.x, -pos.y)
$CRT.frame = 0
#var pos_mod = randf_range(-TILE,TILE) #modify the start position randomly
#position = Vector2(pos.x + pos_mod, -pos.y) #add the modifier
position = Vector2(pos.x, -pos.y)
start_pos = pos
await get_tree().create_timer(randf_range(0.25, 0.55)).timeout
var tween = create_tween().set_trans(Tween.TRANS_BACK)
@ -38,65 +50,74 @@ func _on_timer_timeout():
$DirectionTimer.start()
func _on_direction_timer_timeout():
direction = Vector2(randf_range(-1, 1), randf_range(0, 1))
direction = direction.snapped(Vector2(0,1))
match direction:
Vector2(0,1):
$EnemyCRT.set_frame(0)
Vector2(1,0):
$EnemyCRT.set_frame(1)
Vector2(-1,0):
$EnemyCRT.set_frame(2)
var move_direction = int(randf_range(0,2))
match move_direction:
0:
$CRT.frame = 0
direction = Vector2(0,1)
can_shoot = true
vulnerable = true
1:
$CRT.frame = 1
direction = Vector2(1,0)
can_shoot = false
vulnerable = false
2:
$CRT.frame = 2
direction = Vector2(-1,0)
can_shoot = false
vulnerable = false
$DirectionTimer.start()
func _on_shoot_timer_timeout():
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position)
$ShootTimer.wait_time = randf_range(4, 20)
$ShootTimer.start()
if can_shoot == true:
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position)
$ShootTimer.wait_time = randf_range(4, 20)
$ShootTimer.start()
else:
$ShootTimer.start()
func _process(delta):
if stunned == true:
return
position += direction * speed * delta
if position.x > screensize.x + 32:
start(start_pos)
#direction = direction.snapped(Vector2(1, 0)) # Snap to horizontal
#direction = direction.snapped(Vector2(0, 1)) # Snap to vertical
if position.y > screensize.y + 32:
start(start_pos)
#if position.x > screensize.x + 32:
#start(start_pos)
#
#if position.x < screensize.x + 32:
#start(start_pos)
#if Input.is_action_just_pressed("ui_right"):
#direction = Vector2(1, 0) # Move right
#elif Input.is_action_just_pressed("ui_left"):
#direction = Vector2(-1, 0) # Move left
#elif Input.is_action_just_pressed("ui_up"):
#direction = Vector2(0, -1) # Move up
#elif Input.is_action_just_pressed("ui_down"):
#direction = Vector2(0, 1) # Move down
func explode():
if exploding: return
exploding = true
EventBus.enemy_hit.emit(5)
speed = 0
$ImpactCRT.play()
$AnimationPlayer.play("explode")
#set_deferred("monitoring", false)
await $AnimationPlayer.animation_finished
queue_free()
EventBus.enemy_died.emit()
func block():
if blocking: return
blocking = true
stunned = true
await get_tree().create_timer(5).timeout
shader_active = true
crt.material.set_shader_parameter("toggle", 1.0)
await get_tree().create_timer(1).timeout
shader_active = false
crt.material.set_shader_parameter("toggle", 0.0)
stunned = false