Set up new signals in EventBus; preparing to restructure game start
code.
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parent
7ef6076eda
commit
dec3cbe595
9 changed files with 34 additions and 14 deletions
11
player.gd
11
player.gd
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@ -14,6 +14,7 @@ var shield: int = max_shield:
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var can_shoot = true
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var shader_active = false
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var clamp_shield = clamp(shield, 0, max_shield)
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@onready var screensize = get_viewport_rect().size
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@onready var explosion = $Explosion
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@ -27,8 +28,10 @@ func start():
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set_process(true)
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$Ship.show()
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position = Vector2(screensize.x / 2, screensize.y - 64)
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shield = max_shield
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$GunCooldown.wait_time = cooldown
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var old_value = 0
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set_shield(max_shield)
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EventBus.shield_changed.emit(max_shield, old_value, shield)
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func _process(delta):
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var input = Input.get_vector("left", "right", "up", "down")
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@ -59,17 +62,17 @@ func shoot():
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tween.tween_property($Ship, "position:y", 0, 0.05)
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func set_shield(value: int):
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var old_value: int = shield
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shield = min(max_shield, value)
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var old_value = shield
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shield = clamp(value, 0, max_shield)
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EventBus.shield_changed.emit(max_shield, old_value, shield)
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print("Shield set to:", shield)
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if shield <= 0:
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EventBus.player_died.emit()
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set_process(false)
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$Ship.hide()
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$Explosion.show()
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$Explosion/AnimationPlayer.play("explosion-one-shot")
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await $Explosion/AnimationPlayer.animation_finished
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EventBus.player_died.emit()
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func _on_gun_cooldown_timeout() -> void:
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can_shoot = true
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