Final jam version submisson: added placeholder sounds, fixed character
flashing on game restart.
This commit is contained in:
parent
8679e817ee
commit
df13ee42d8
36 changed files with 400 additions and 58 deletions
|
|
@ -28,6 +28,7 @@ var clamp_shield = clamp(shield, 0, max_shield)
|
|||
@onready var explosion = $Explosion
|
||||
@onready var wait_time = $GunCooldown
|
||||
@onready var ship = $Ship
|
||||
@onready var game_status = get_node("/root/Main")
|
||||
|
||||
func _ready():
|
||||
set_process(false)
|
||||
|
|
@ -38,23 +39,25 @@ func _ready():
|
|||
|
||||
func start():
|
||||
print(shield)
|
||||
shader_active = false
|
||||
$Ship.frame = 0
|
||||
# $Ship/Boosters/BoosterBurst.hide()
|
||||
# $Ship/Boosters.hide()
|
||||
$Ship.show()
|
||||
position = Vector2(screensize.x / 2, screensize.y)
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "position:y", 120 * -1, 1).as_relative()
|
||||
await tween.finished
|
||||
$GunCooldown.wait_time = cooldown
|
||||
_on_set_shield(max_shield)
|
||||
print(shield)
|
||||
await get_tree().create_timer(1).timeout
|
||||
set_process(true)
|
||||
# $Ship/Boosters.show()
|
||||
can_shoot = true
|
||||
# EventBus.shield_changed.emit(max_shield, old_value, shield)
|
||||
|
||||
if game_status.playing == false:
|
||||
shader_active = false
|
||||
$Ship.frame = 0
|
||||
# $Ship/Boosters/BoosterBurst.hide()
|
||||
# $Ship/Boosters.hide()
|
||||
$Ship.show()
|
||||
position = Vector2(screensize.x / 2, screensize.y)
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "position:y", 120 * -1, 1).as_relative()
|
||||
await tween.finished
|
||||
$GunCooldown.wait_time = cooldown
|
||||
_on_set_shield(max_shield)
|
||||
print(shield)
|
||||
await get_tree().create_timer(1).timeout
|
||||
set_process(true)
|
||||
# $Ship/Boosters.show()
|
||||
can_shoot = true
|
||||
# EventBus.shield_changed.emit(max_shield, old_value, shield)
|
||||
|
||||
func _process(delta):
|
||||
if pause == true: return
|
||||
|
|
@ -91,20 +94,21 @@ func shoot():
|
|||
tween.tween_property(ship, "position:y", 0, 0.05)
|
||||
|
||||
func _on_set_shield(value: int):
|
||||
var old_value = shield
|
||||
# shield = clamp(value, 0, max_shield)
|
||||
shield = min(max_shield, value)
|
||||
EventBus.shield_changed.emit(max_shield, old_value, shield)
|
||||
print("Shield set to:", shield)
|
||||
if shield <= 0:
|
||||
set_process(false)
|
||||
$Ship.hide()
|
||||
shader_active = false
|
||||
$Explosion.show()
|
||||
$Explosion/AnimationPlayer.play("explosion-one-shot")
|
||||
await $Explosion/AnimationPlayer.animation_finished
|
||||
EventBus.player_died.emit()
|
||||
|
||||
|
||||
var old_value = shield
|
||||
# shield = clamp(value, 0, max_shield)
|
||||
shield = min(max_shield, value)
|
||||
EventBus.shield_changed.emit(max_shield, old_value, shield)
|
||||
print("Shield set to:", shield)
|
||||
if shield <= 0:
|
||||
set_process(false)
|
||||
$Ship.hide()
|
||||
shader_active = false
|
||||
$Explosion.show()
|
||||
$Explosion/AnimationPlayer.play("explosion-one-shot")
|
||||
await $Explosion/AnimationPlayer.animation_finished
|
||||
EventBus.player_died.emit()
|
||||
|
||||
|
||||
func _on_gun_cooldown_timeout() -> void:
|
||||
$HeadInflate.play()
|
||||
|
|
@ -161,8 +165,8 @@ func _on_area_entered(area):
|
|||
|
||||
func _on_damage_taken():
|
||||
|
||||
if shield == 0:
|
||||
shader_active = false
|
||||
if shield == 0 and game_status.playing == false:
|
||||
#shader_active = false
|
||||
return
|
||||
|
||||
else:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue