turned bullet bug into a feature
This commit is contained in:
parent
3fed02c051
commit
52b5a32f61
9 changed files with 145 additions and 17 deletions
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@ -38,7 +38,7 @@ var firstrun
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const musictracks = ["res://music/midorinoakuma.wav", "res://music/seahorse.wav", "res://music/chinesegoat.wav", "res://music/doyoufeelold.wav", "res://music/doyiuneedahealer.wav", "res://music/adayatceres.wav", "res://music/twintroublemakers.wav", "res://music/easyquiz.wav", "res://music/neowave.wav", "res://music/multivectorsubmarines.wav", "res://music/halfgeniegirls.wav", "res://music/rusianmaverickfairy.wav", "res://music/blacksmithofdestruction.wav", "res://music/shininglikefireworks.wav", "res://music/sadtrashcan.wav", "res://music/akikoletter.wav", "res://music/asadcat.wav", "res://music/lilydesire.wav", "res://music/scholartrip.wav", "res://music/quantumice.wav", "res://music/unreeeal.wav"]
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const sfxtracks = ["res://sfx/braindamage.wav", "res://sfx/gaugefill.wav", "res://sfx/boomboombakudan.wav"]
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var debug = false
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const release = "R0.1.4-alpha"
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const release = "R0.1.4-dev"
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var sk = false
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var xm = 0
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var ym = 0
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40
sprites/common/bullet/X11.gd
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40
sprites/common/bullet/X11.gd
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@ -0,0 +1,40 @@
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extends Area2D
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var velocity: Vector2 = Vector2()
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var direction
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var speciality = 3
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var btype
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# Called when the node enters the scene tree for the first time.
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func _ready():
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add_to_group(btype)
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#pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _physics_process(delta):
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pass
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func _on_body_entered(body):if !body.is_in_group(btype):
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if body.is_in_group("players") || body.is_in_group("boss") || body.is_in_group("enemies"):
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if body.weakness == 3:
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print("weak to fire")
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#if body.is_in_group("players"):
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# Global.live = 2
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#elif body.is_in_group("enemies"):
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# Global.live = 3
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#elif body.is_in_group("boss"):
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# Global.live = 3
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#queue_free()
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func _on_area_entered(area):
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if !area.is_in_group(btype):
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queue_free()
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#pass # Replace with function body.
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func _on_timer_timeout():
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queue_free()
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21
sprites/common/bullet/X11.svg
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21
sprites/common/bullet/X11.svg
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@ -0,0 +1,21 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Created with Inkscape (http://www.inkscape.org/) -->
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<svg
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xmlns:svg="http://www.w3.org/2000/svg"
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xmlns="http://www.w3.org/2000/svg"
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version="1.1"
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width="275"
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height="275"
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id="svg2">
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<defs
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id="defs4" />
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<g
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transform="translate(-295.17857,-338.61217)"
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id="layer1">
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<path
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d="m 296.78571,612.63003 c 0,0 104.06285,-132.7859 104.06285,-132.7859 0,0 -104.06285,-140.24982 -104.06285,-140.24982 l 67.30299,0 c 0,0 83.34749,113.48826 83.34749,113.48826 l -126.86477,159.54746 -23.78571,0 z M 417.28794,500.06578 544.11662,339.59431 c 0,0 24.45481,0 24.45481,0 L 464.47749,471.26578 c 0,0 104.09394,141.36425 104.09394,141.36425 l -67.30357,0 c 0,0 -83.97992,-112.56425 -83.97992,-112.56425 z"
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id="path2830"
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style="fill:#000000" />
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</g>
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</svg>
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After Width: | Height: | Size: 860 B |
37
sprites/common/bullet/X11.svg.import
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37
sprites/common/bullet/X11.svg.import
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@ -0,0 +1,37 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dr52x3yif0wtw"
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path="res://.godot/imported/X11.svg-b7d21ecbd13e564cd4c209aae272d596.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://sprites/common/bullet/X11.svg"
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dest_files=["res://.godot/imported/X11.svg-b7d21ecbd13e564cd4c209aae272d596.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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26
sprites/common/bullet/X11.tscn
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26
sprites/common/bullet/X11.tscn
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@ -0,0 +1,26 @@
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[gd_scene load_steps=4 format=3 uid="uid://dnufhjr63cddd"]
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[ext_resource type="Script" path="res://sprites/common/bullet/X11.gd" id="1_sd1jl"]
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[ext_resource type="Texture2D" uid="uid://dr52x3yif0wtw" path="res://sprites/common/bullet/X11.svg" id="2_nkqom"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_g125y"]
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[node name="X11" type="Area2D"]
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script = ExtResource("1_sd1jl")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(0.1, 0.1)
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texture = ExtResource("2_nkqom")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_g125y")
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[node name="VisibleOnScreenEnabler2D" type="VisibleOnScreenEnabler2D" parent="."]
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.3
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autostart = true
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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@ -3,8 +3,10 @@ var velocity: Vector2 = Vector2()
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var direction
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var speed = 100
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var btype
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var isvisible
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# Called when the node enters the scene tree for the first time.
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func _ready():
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isvisible = $VisibleOnScreenNotifier2D
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add_to_group(btype)
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#pass # Replace with function body.
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@ -14,10 +16,11 @@ func _process(delta):
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pass
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func _physics_process(delta):
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if direction == null:
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position += velocity * delta
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else:
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position += speed * delta * direction
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if isvisible.is_on_screen():
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if direction == null:
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position += velocity * delta
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else:
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position += speed * delta * direction
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func _on_body_entered(body):
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queue_free()
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func _on_screen_exited():
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queue_free()
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func _on_area_entered(area):
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@ -16,7 +16,9 @@ texture = ExtResource("1_ues2l")
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position = Vector2(0.5, 0)
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shape = SubResource("RectangleShape2D_g125y")
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[node name="VisibleOnScreenEnabler2D" type="VisibleOnScreenEnabler2D" parent="."]
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
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position = Vector2(-7.15256e-07, -1.43051e-06)
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scale = Vector2(3, 3)
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -3,8 +3,10 @@ var velocity: Vector2 = Vector2()
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var direction
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var speed = 100
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var btype
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var isvisible
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# Called when the node enters the scene tree for the first time.
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func _ready():
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isvisible = $VisibleOnScreenNotifier2D
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add_to_group(btype)
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#pass # Replace with function body.
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@ -14,10 +16,11 @@ func _process(delta):
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pass
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func _physics_process(delta):
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if direction == null:
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position += velocity * delta
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else:
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position += speed * delta * direction
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if isvisible.is_on_screen():
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if direction == null:
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position += velocity * delta
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else:
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position += speed * delta * direction
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func _on_body_entered(body):
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queue_free()
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func _on_screen_exited():
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queue_free()
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func _on_area_entered(area):
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if !area.is_in_group(btype):
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queue_free()
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@ -15,7 +15,9 @@ texture = ExtResource("2_0alhu")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_g125y")
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[node name="VisibleOnScreenEnabler2D" type="VisibleOnScreenEnabler2D" parent="."]
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
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position = Vector2(-7.15256e-07, -1.43051e-06)
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scale = Vector2(3, 3)
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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