First git push, aka I should've done this sooner

This commit is contained in:
Sage Vaillancourt 2018-05-23 01:40:45 -04:00
commit 0713f7ae60
35 changed files with 1296 additions and 0 deletions

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extends Area2D
signal dead
export (int) var SPEED
export (PackedScene) var Laser
var screensize
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var health = 100
var hit_timer = 1000
func _ready():
connect("area_entered", self, "hit")
pass
func hit(who):
health -= 20
$AnimatedSprite.frame = 1
hit_timer = 0
var velocity = Vector2()
func _process(delta):
if health <= 0:
emit_signal("dead")
queue_free()
if hit_timer < 0.15:
hit_timer += delta
velocity.x = 0
elif hit_timer < 0.25:
hit_timer += delta
velocity.x -= 1
else:
velocity.x -= 1
$AnimatedSprite.frame = 0
# the player's movement vector
if velocity.length() > 0:
velocity = velocity.normalized() * SPEED
var health_bar = Vector2(((health * 3) - 157), -273)
$Line2D.set_point_position( 1, health_bar )
position += velocity * delta

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://Bad1.gd" type="Script" id=1]
[ext_resource path="res://Laserr.tscn" type="PackedScene" id=2]
[ext_resource path="res://art/bad/bad1/bad1.png" type="Texture" id=3]
[ext_resource path="res://art/bad/bad1/bad1_hit.png" type="Texture" id=4]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="CircleShape2D" id=2]
custom_solver_bias = 0.0
radius = 171.26
[node name="Bad1" type="Area2D"]
position = Vector2( 947.34, 293.528 )
scale = Vector2( 0.15, 0.15 )
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
_sections_unfolded = [ "Transform" ]
SPEED = 50
Laser = ExtResource( 2 )
[node name="BlinkTimer" type="Timer" parent="." index="0"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"]
frames = SubResource( 1 )
animation = "default"
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="2"]
shape = SubResource( 2 )
[node name="Line2D" type="Line2D" parent="." index="3"]
position = Vector2( 9.15527e-05, 33.3334 )
points = PoolVector2Array( -157, -273, 143, -273 )
width = 12.0
default_color = Color( 0, 1, 0.0390625, 1 )
texture_mode = 31
joint_mode = 2
begin_cap_mode = 2
end_cap_mode = 2
sharp_limit = 2.0
round_precision = 8
_sections_unfolded = [ "Capping" ]
[connection signal="body_entered" from="." to="." method="_on_Bad1_body_entered"]

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extends Area2D
signal dead
export (int) var SPEED
var screensize
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var health = 200
var hit_timer = 1000
func _ready():
connect("area_entered", self, "hit")
pass
func hit(who):
health -= 10
# $AnimatedSprite.frame = 1
hit_timer = 0
var velocity = Vector2()
func _process(delta):
if health <= 0:
emit_signal("dead")
queue_free()
if hit_timer < 0.15:
hit_timer += delta
elif hit_timer < 0.25:
hit_timer += delta
else:
velocity.x -= 1
# $AnimatedSprite.frame = 0
# the player's movement vector
if velocity.length() > 0:
velocity = velocity.normalized() * SPEED
# var health_bar = Vector2(((health * 3) - 157), -273)
# $Line2D.set_point_position( 1, health_bar )
position += velocity * delta

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://Bloob.gd" type="Script" id=1]
[ext_resource path="res://art/bad/blob/bad_blob.png" type="Texture" id=2]
[sub_resource type="CapsuleShape2D" id=1]
custom_solver_bias = 0.0
radius = 101.271
height = 82.2384
[sub_resource type="SpriteFrames" id=2]
animations = [ {
"frames": [ ExtResource( 2 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[node name="Area2D" type="Area2D"]
scale = Vector2( 0.25, 0.25 )
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
_sections_unfolded = [ "Transform" ]
SPEED = 40
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
position = Vector2( 85.1716, 11.8019 )
shape = SubResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"]
frames = SubResource( 2 )
animation = "default"

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Image Sources/bad_blob.xcf Normal file

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Image Sources/bg.xcf Normal file

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extends Area2D
signal hit
export (int) var SPEED
export (int) var DAMAGE
var plasma = false
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _on_Visibility_screen_exited():
queue_free()
func _ready():
# Called every time the node is added to the scene.
# Initialization here
$AnimatedSprite.play()
connect("area_entered", self, "hit")
pass
func hit(who):
if plasma == false:
hide()
queue_free()
func _process(delta):
var velocity = Vector2()
velocity.x += 1
velocity = velocity.normalized() * SPEED
position += velocity * delta
func _on_Laser_body_entered(body):
emit_signal("hit")
if plasma == false:
$CollisionShape2D.disabled = true
queue_free()
else:
var timer = null
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(0.1)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
$CollisionShape2D.disabled = true
func on_timeout_complete():
$CollisionShape2D.disabled = false

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[gd_scene load_steps=6 format=2]
[ext_resource path="res://Laserr.gd" type="Script" id=1]
[ext_resource path="res://art/laser/laser1.png" type="Texture" id=2]
[ext_resource path="res://art/laser/laser2.png" type="Texture" id=3]
[sub_resource type="CapsuleShape2D" id=1]
custom_solver_bias = 0.0
radius = 5.39465
height = 0.325962
[sub_resource type="SpriteFrames" id=2]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 20.0
} ]
[node name="Laser" type="Area2D" index="0"]
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
SPEED = 1200
DAMAGE = 10
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
position = Vector2( 28, -5 )
rotation = 1.5708
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
__meta__ = {
"_edit_group_": true
}
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"]
position = Vector2( -1.90735e-06, 0 )
scale = Vector2( 0.1, 0.2 )
frames = SubResource( 2 )
animation = "default"
_sections_unfolded = [ "Transform" ]

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Bad1.tscn" type="PackedScene" id=2]
[ext_resource path="res://Player.tscn" type="PackedScene" id=3]
[ext_resource path="res://Mothership.tscn" type="PackedScene" id=4]
[node name="Level1" type="Node" index="0"]
script = ExtResource( 1 )
FirstBad = ExtResource( 2 )
[node name="Player" parent="." index="0" instance=ExtResource( 3 )]
[node name="BaddieTimer" type="Timer" parent="." index="1"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false
[node name="Mothership" parent="." index="2" instance=ExtResource( 4 )]
[connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"]
[connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"]

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extends Node
export (PackedScene) var FirstBad
export (PackedScene) var BadBlob
export (PackedScene) var UpgradeMenu
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var position = Vector2(200, 200)
var kill_money = 10
var total_bads_spawned = 0
var upgrade_cost = 50
func _ready():
$BaddieTimer.start()
randomize()
$MoneyDisplay.text = str($Player.money, " points")
func _process(delta):
if (Input.is_action_pressed("ctlr_l")):
if (Input.is_action_pressed("ctlr_r")):
if (Input.is_action_pressed("ctlr_a")):
if (Input.is_action_pressed("ctlr_start")):
get_tree().quit()
if (Input.is_action_pressed("ui_quit")):
get_tree().quit()
$MoneyDisplay.text = str($Player.money, " points")
func _on_bad1_death():
$Player.money += kill_money
$MoneyDisplay.text = str($Player.money, " points")
func _on_badblob_death():
$Player.money += kill_money*2
$MoneyDisplay.text = str($Player.money, " points")
var sendblob = 0
func BaddieTimer():
prints ("baddie boi")
if total_bads_spawned < 11:
var bad
if sendblob == 5:
sendblob = 0
bad = BadBlob.instance()
add_child(bad)
bad.connect("dead", self, "_on_badblob_death")
else:
bad = FirstBad.instance()
add_child(bad)
sendblob += 1
bad.connect("dead", self, "_on_bad1_death")
total_bads_spawned += 1
$BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.99
$MoneyDisplay.text = str($Player.money, " points")
bad.position.x = 1200
bad.position.y = randi()%500 + 25
else:
$Player.money += 200
total_bads_spawned = 0
func _on_Player_shooting_speed_upgrade():
#$MoneyDisplay.text = str($Player.money, " points")
pass
func _on_PauseButton_pressed():
var upgmenu
upgmenu = UpgradeMenu.instance()
add_child(upgmenu)
get_tree().paused = true # replace with function body

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[gd_scene load_steps=10 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Bad1.tscn" type="PackedScene" id=2]
[ext_resource path="res://Bloob.tscn" type="PackedScene" id=3]
[ext_resource path="res://UpgradeMenu.tscn" type="PackedScene" id=4]
[ext_resource path="res://art/bg.png" type="Texture" id=5]
[ext_resource path="res://Player.tscn" type="PackedScene" id=6]
[ext_resource path="res://Mothership.tscn" type="PackedScene" id=7]
[sub_resource type="ImageTexture" id=1]
flags = 7
storage = 0
lossy_quality = 0.7
flags = 7
size = Vector2( 0, 0 )
[sub_resource type="ImageTexture" id=2]
flags = 7
storage = 0
lossy_quality = 0.7
flags = 7
size = Vector2( 0, 0 )
[node name="Main" type="Node"]
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
FirstBad = ExtResource( 2 )
BadBlob = ExtResource( 3 )
UpgradeMenu = ExtResource( 4 )
[node name="Sprite2" type="Sprite" parent="." index="0"]
texture = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="." index="1"]
texture = SubResource( 2 )
[node name="bg" type="Sprite" parent="Sprite" index="0"]
position = Vector2( 544.657, 347.107 )
texture = ExtResource( 5 )
[node name="Player" parent="." index="2" instance=ExtResource( 6 )]
[node name="BaddieTimer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 5.0
one_shot = false
autostart = false
[node name="Mothership" parent="." index="4" instance=ExtResource( 7 )]
Laser = null
[node name="MoneyDisplay" type="Label" parent="." index="5"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 919.0
margin_top = 4.0
margin_right = 1012.0
margin_bottom = 35.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "$0"
align = 2
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "custom_fonts" ]
[node name="UpButton" type="Button" parent="." index="6"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = -1.0
margin_right = 337.0
margin_bottom = 295.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
flat = true
align = 1
_sections_unfolded = [ "Visibility" ]
[node name="DownButton" type="Button" parent="." index="7"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 294.0
margin_right = 337.0
margin_bottom = 600.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
flat = true
align = 1
_sections_unfolded = [ "Visibility" ]
[node name="ShootButton" type="Button" parent="." index="8"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 785.0
margin_top = 375.0
margin_right = 1022.0
margin_bottom = 599.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
flat = true
align = 1
_sections_unfolded = [ "Theme" ]
[node name="PauseButton" type="Button" parent="." index="9"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 944.0
margin_top = 36.0
margin_right = 1001.0
margin_bottom = 93.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "||"
flat = false
align = 1
[connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"]
[connection signal="shooting_speed_upgrade" from="Player" to="." method="_on_Player_shooting_speed_upgrade"]
[connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"]
[connection signal="button_down" from="UpButton" to="Player" method="upPressed"]
[connection signal="button_up" from="UpButton" to="Player" method="upDepressed"]
[connection signal="button_down" from="DownButton" to="Player" method="downPressed"]
[connection signal="button_up" from="DownButton" to="Player" method="downDepressed"]
[connection signal="button_down" from="ShootButton" to="Player" method="shootDown"]
[connection signal="button_up" from="ShootButton" to="Player" method="shootUp"]
[connection signal="pressed" from="PauseButton" to="." method="_on_PauseButton_pressed"]

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extends Area2D
signal game_over
export (PackedScene) var Laser
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var health = 1000
var double_laser = false
var can_shoot = true
var timer = null
var bullet_delay = 0.1
func _ready():
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
func _process(delta):
if health <= 0:
emit_signal("game_over")
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass
func _on_GunAimNode_area_entered(area):
for i in range(20):
#var laser = Laser.instance()
#get_node("../").add_child(laser)
#laser.position.y = position.y - 27
#laser.position.x = position.x + 46
if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
can_shoot = false
timer.start()

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://Mothership.gd" type="Script" id=1]
[ext_resource path="res://Laserr.tscn" type="PackedScene" id=2]
[ext_resource path="res://art/mothership/mothership.png" type="Texture" id=3]
[sub_resource type="CapsuleShape2D" id=1]
custom_solver_bias = 0.0
radius = 138.39
height = 2377.74
[sub_resource type="SpriteFrames" id=2]
animations = [ {
"frames": [ ExtResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="RectangleShape2D" id=3]
custom_solver_bias = 0.0
extents = Vector2( 135.733, 138.728 )
[node name="Mothership" type="Area2D"]
position = Vector2( 23.327, 304.835 )
scale = Vector2( 0.3, 0.3 )
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
_sections_unfolded = [ "Transform" ]
Laser = ExtResource( 2 )
[node name="ShipCollision" type="CollisionShape2D" parent="." index="0"]
position = Vector2( -110, 0 )
shape = SubResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"]
frames = SubResource( 2 )
animation = "default"
[node name="GunAimNode" type="Area2D" parent="." index="2"]
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
[node name="GunAim" type="CollisionShape2D" parent="GunAimNode" index="0"]
position = Vector2( -178.686, -46.8981 )
shape = SubResource( 3 )
[connection signal="area_entered" from="GunAimNode" to="." method="_on_GunAimNode_area_entered"]

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extends Area2D
signal shooting_speed_upgrade
export (PackedScene) var Laser
#Constants
const BULLET_DELAY_DEFAULT = 0.9
const SHOOTING_SPEED_UPGRADE_DEFAULT = 50
const SHIP_SPEED_DEFAULT = 400
var ship_value = 0
var ship_speed = SHIP_SPEED_DEFAULT
var bullet_delay = BULLET_DELAY_DEFAULT
var screensize
var money = 100
var shooting_speed_upgrade = 50
var double_laser = true
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _ready():
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(bullet_delay)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
position.x = 100
position.y = 250
screensize = get_viewport_rect().size
$AnimatedSprite.play()
# Initialization here
pass
func refund():
bullet_delay = BULLET_DELAY_DEFAULT
ship_speed = SHIP_SPEED_DEFAULT
money += ship_value
ship_value = 0
var timer = null
var can_shoot = true
func on_timeout_complete():
can_shoot = true
var going_up = false
var going_down = false
var shoot_down = false
func _process(delta):
var velocity = Vector2() # the player's movement vector
if (Input.is_action_pressed("ui_right")):
velocity.x += 1
if (Input.is_action_pressed("ui_left")):
velocity.x -= 1
if (Input.is_action_pressed("ui_down") || going_down == true):
velocity.y += 1
if (Input.is_action_pressed("ui_up") || going_up == true):
velocity.y -= 1
if (velocity.length() > 0):
velocity = velocity.normalized() * ship_speed
position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
if (Input.is_action_pressed("ui_select") && can_shoot == true && money >= shooting_speed_upgrade ):
emit_signal("shooting_speed_upgrade")
money -= shooting_speed_upgrade
ship_value += shooting_speed_upgrade
shooting_speed_upgrade *= 1.02
bullet_delay = bullet_delay * 0.95
can_shoot = false
timer.set_wait_time(bullet_delay)
timer.start()
if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.position.y = position.y - 27
laser.position.x = position.x + 46
#MAYBE THE SECOND LASER SHOULD BE IT'S OWN NODE
if double_laser == true:
var laser2 = Laser.instance()
get_node("../").add_child(laser2)
laser2.position.y = position.y + 28
laser2.position.x = position.x + 46
can_shoot = false
timer.start()
func _on_Player_body_entered(body):
prints("hit")
pass # replace with function body
func upPressed():
going_up = true
func upDepressed():
going_up = false
func downPressed():
going_down = true
func downDepressed():
going_down = false
func shootDown():
shoot_down = true # replace with function body
func shootUp():
shoot_down = false # replace with function body

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://Laserr.tscn" type="PackedScene" id=2]
[ext_resource path="res://art/player/Rocket1.png" type="Texture" id=3]
[ext_resource path="res://art/player/Rocket2.png" type="Texture" id=4]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"loop": true,
"name": "default",
"speed": 15.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
custom_solver_bias = 0.0
radius = 19.3222
height = 76.5834
[node name="Player" type="Area2D" index="0"]
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
Laser = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
position = Vector2( 1.01175, 7.07602 )
scale = Vector2( 0.2, 0.2 )
frames = SubResource( 1 )
animation = "default"
_sections_unfolded = [ "Transform" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
position = Vector2( -4.44824, -0.0942383 )
rotation = 1.5708
shape = SubResource( 2 )
disabled = true
_sections_unfolded = [ "Material", "Transform", "Visibility", "Z Index" ]

20
UpgradeMenu.gd Normal file
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extends Node
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _ready():
# Called every time the node is added to the scene.
# Initialization here
pass
#func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass
func _on_Button_pressed():
get_tree().paused = false
queue_free()

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://UpgradeMenu.gd" type="Script" id=1]
[sub_resource type="Theme" id=1]
[node name="UpgradeMenu" type="Node" index="0"]
pause_mode = 2
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
[node name="Button" type="Button" parent="." index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 287.0
margin_top = 481.0
margin_right = 770.0
margin_bottom = 523.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
theme = SubResource( 1 )
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "Resume"
flat = false
align = 1
_sections_unfolded = [ "Theme" ]
[connection signal="pressed" from="Button" to="." method="_on_Button_pressed"]

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 1.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_quality = 0
ssao_blur = 3
ssao_edge_sharpness = 4.0
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

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export_presets.cfg Normal file
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[preset.0]
name="Android"
platform="Android"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
patch_list=PoolStringArray( )
[preset.0.options]
graphics/32_bits_framebuffer=true
one_click_deploy/clear_previous_install=true
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screen/support_normal=true
screen/support_large=true
screen/support_xlarge=true
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launcher_icons/xxhdpi_144x144=""
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launcher_icons/hdpi_72x72=""
launcher_icons/mdpi_48x48=""
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keystore/release_password=""
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apk_expansion/SALT=""
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architectures/x86_64=false
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permissions/access_coarse_location=false
permissions/access_fine_location=false
permissions/access_location_extra_commands=false
permissions/access_mock_location=false
permissions/access_network_state=false
permissions/access_surface_flinger=false
permissions/access_wifi_state=false
permissions/account_manager=false
permissions/add_voicemail=false
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permissions/bind_appwidget=false
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permissions/bind_notification_listener_service=false
permissions/bind_print_service=false
permissions/bind_remoteviews=false
permissions/bind_text_service=false
permissions/bind_vpn_service=false
permissions/bind_wallpaper=false
permissions/bluetooth=false
permissions/bluetooth_admin=false
permissions/bluetooth_privileged=false
permissions/brick=false
permissions/broadcast_package_removed=false
permissions/broadcast_sms=false
permissions/broadcast_sticky=false
permissions/broadcast_wap_push=false
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permissions/call_privileged=false
permissions/camera=false
permissions/capture_audio_output=false
permissions/capture_secure_video_output=false
permissions/capture_video_output=false
permissions/change_component_enabled_state=false
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permissions/change_network_state=false
permissions/change_wifi_multicast_state=false
permissions/change_wifi_state=false
permissions/clear_app_cache=false
permissions/clear_app_user_data=false
permissions/control_location_updates=false
permissions/delete_cache_files=false
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permissions/device_power=false
permissions/diagnostic=false
permissions/disable_keyguard=false
permissions/dump=false
permissions/expand_status_bar=false
permissions/factory_test=false
permissions/flashlight=false
permissions/force_back=false
permissions/get_accounts=false
permissions/get_package_size=false
permissions/get_tasks=false
permissions/get_top_activity_info=false
permissions/global_search=false
permissions/hardware_test=false
permissions/inject_events=false
permissions/install_location_provider=false
permissions/install_packages=false
permissions/install_shortcut=false
permissions/internal_system_window=false
permissions/internet=false
permissions/kill_background_processes=false
permissions/location_hardware=false
permissions/manage_accounts=false
permissions/manage_app_tokens=false
permissions/manage_documents=false
permissions/master_clear=false
permissions/media_content_control=false
permissions/modify_audio_settings=false
permissions/modify_phone_state=false
permissions/mount_format_filesystems=false
permissions/mount_unmount_filesystems=false
permissions/nfc=false
permissions/persistent_activity=false
permissions/process_outgoing_calls=false
permissions/read_calendar=false
permissions/read_call_log=false
permissions/read_contacts=false
permissions/read_external_storage=false
permissions/read_frame_buffer=false
permissions/read_history_bookmarks=false
permissions/read_input_state=false
permissions/read_logs=false
permissions/read_phone_state=false
permissions/read_profile=false
permissions/read_sms=false
permissions/read_social_stream=false
permissions/read_sync_settings=false
permissions/read_sync_stats=false
permissions/read_user_dictionary=false
permissions/reboot=false
permissions/receive_boot_completed=false
permissions/receive_mms=false
permissions/receive_sms=false
permissions/receive_wap_push=false
permissions/record_audio=false
permissions/reorder_tasks=false
permissions/restart_packages=false
permissions/send_respond_via_message=false
permissions/send_sms=false
permissions/set_activity_watcher=false
permissions/set_alarm=false
permissions/set_always_finish=false
permissions/set_animation_scale=false
permissions/set_debug_app=false
permissions/set_orientation=false
permissions/set_pointer_speed=false
permissions/set_preferred_applications=false
permissions/set_process_limit=false
permissions/set_time=false
permissions/set_time_zone=false
permissions/set_wallpaper=false
permissions/set_wallpaper_hints=false
permissions/signal_persistent_processes=false
permissions/status_bar=false
permissions/subscribed_feeds_read=false
permissions/subscribed_feeds_write=false
permissions/system_alert_window=false
permissions/transmit_ir=false
permissions/uninstall_shortcut=false
permissions/update_device_stats=false
permissions/use_credentials=false
permissions/use_sip=false
permissions/vibrate=false
permissions/wake_lock=false
permissions/write_apn_settings=false
permissions/write_calendar=false
permissions/write_call_log=false
permissions/write_contacts=false
permissions/write_external_storage=false
permissions/write_gservices=false
permissions/write_history_bookmarks=false
permissions/write_profile=false
permissions/write_secure_settings=false
permissions/write_settings=false
permissions/write_sms=false
permissions/write_social_stream=false
permissions/write_sync_settings=false
permissions/write_user_dictionary=false
user_permissions/0=false
user_permissions/1=false
user_permissions/2=false
user_permissions/3=false
user_permissions/4=false
user_permissions/5=false
user_permissions/6=false
user_permissions/7=false
user_permissions/8=false
user_permissions/9=false
user_permissions/10=false
user_permissions/11=false
user_permissions/12=false
user_permissions/13=false
user_permissions/14=false
user_permissions/15=false
user_permissions/16=false
user_permissions/17=false
user_permissions/18=false
user_permissions/19=false
[preset.1]
name="HTML5"
platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
patch_list=PoolStringArray( )
[preset.1.options]
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=true
html/custom_html_shell=""
html/head_include=""
custom_template/release=""
custom_template/debug=""

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11
script Normal file
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Level One - Welcome to the show.
McGruff: Let me get a few things straight with you, kid.
I don't know what kind of hotshot you were before now,
and frankly I don't care.
Just do your job.
McP: Lighten up, Mick.
Listen, kid, it's gonna be hard out here.
But we'll make it, okay?
Best of luck!