Made some changes before fixing gitignore.

This commit is contained in:
Sage Vaillancourt 2018-11-29 16:04:22 -05:00
parent 97d4181b16
commit 74b10382e7
145 changed files with 2365 additions and 318 deletions

View File

@ -37,6 +37,7 @@ func _on_Visibility_screen_exited():
func _ready():
connect("area_entered", self, "hit")
$Rotatable.rotation_degrees = -90
func hit(who):
@ -51,7 +52,8 @@ func _process(delta):
emit_signal("dead", 100)
if independent:
queue_free()
if position.x < -100:
if position.x < -100 && independent:
emit_signal("dead", 0)
queue_free()
@ -100,18 +102,21 @@ func _process(delta):
if velocity.length() > 0:
velocity = velocity.normalized() * SPEED
var health_bar = Vector2(((health * 3.75) - 750), -1100)
$Line2D.set_point_position( 1, health_bar )
if independent == true:
#print(independent)
position += velocity * delta
var health_bar = Vector2(((health * 3.75) - 750), -1100)
$Line2D.set_point_position( 1, health_bar )
else:
$Line2D.visible = false
health = 99999
func shoot():
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.friendly_laser = false
laser.rotation_degrees = 180
laser.position.y = position.y - 5
laser.position.x = position.x - 95
if $AnimatedSprite.frame != 1:
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.friendly_laser = false
laser.rotation_degrees = 180
laser.position.y = position.y - 5
laser.position.x = position.x - 95

View File

@ -30,7 +30,7 @@ animations = [ {
custom_solver_bias = 0.0
radius = 867.264
[node name="BadLaser" type="Area2D" groups=[
[node name="BadLaser" type="Area2D" index="0" groups=[
"enemies",
]]

36
Brows.gd Normal file
View File

@ -0,0 +1,36 @@
extends Node2D
var speed_multiplier = 3
var move_down = true
var start
var right_start
var left_start
func _ready():
start = position.y
right_start = $Right.position.x
left_start = $Left.position.x
func _process(delta):
wobble(delta)
func wobble(delta):
if position.y - start > 2:
move_down = false
if position.y - start <= -2:
move_down = true
if abs(position.y - start) > 2:
speed_multiplier = 1
elif abs(position.y - start) > 1.5:
speed_multiplier = 1
elif abs(position.y - start) > 1:
speed_multiplier = 2
elif abs(position.y - start) <= 1:
speed_multiplier = 3
if move_down:
position.y += delta*speed_multiplier
else:
position.y -= delta*speed_multiplier

View File

@ -7,10 +7,7 @@ path="res://.import/bad1_base.png-56fd809a9711b2f0bdcea7bd3e329e73.stex"
[deps]
source_file="res://Image Sources/bad1_base.png"
source_md5="213d4aa052568df0122b9ded2dcc26e4"
dest_files=[ "res://.import/bad1_base.png-56fd809a9711b2f0bdcea7bd3e329e73.stex" ]
dest_md5="b168ff927a8cde23902c047241ab0b74"
[params]

View File

@ -19,7 +19,7 @@ animations = [ {
"speed": 20.0
} ]
[node name="Laser" type="Area2D" index="0"]
[node name="Laser" type="Area2D"]
z_as_relative = false
input_pickable = true

19
Main.gd
View File

@ -74,15 +74,15 @@ func rounds(round_number):
# health, time, bad1s, badblobs, badlasers, badprisons
match round_number:
1:
roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,5,0,0,0) # default
#roundOfEnemies(0.1,DEFAULT_SPAWN_SPEED,1,0,0,0)
# roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,5,0,0,0) # default
roundOfEnemies(0.1,DEFAULT_SPAWN_SPEED,1,0,0,0)
rpc("set_wave_name", "Wave 1: Learning to fly")
2:
roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,4,1,0,0)
#if get_tree().is_network_server() == true:
# rpc("bossMode", 0)
#else:
#bossMode(2)
#roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,4,1,0,0)
if get_tree().is_network_server() == true:
rpc("bossMode", 2)
else:
bossMode(2)
rpc("set_wave_name", "Wave 2: Any colour you like")
3:
roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,8,2,0,0)
@ -498,4 +498,7 @@ func _on_Player_buy_turret(id, turret_position):
add_child(turret)
turret.position = turret_position
turret.scale.x = 0.25
turret.scale.y = 0.25
turret.scale.y = 0.25
func _exit_tree():
print("EXITING AND STUFF")

View File

@ -238,6 +238,7 @@ max_lines_visible = -1
stream = ExtResource( 17 )
volume_db = 0.0
pitch_scale = 1.0
autoplay = false
mix_target = 0
bus = "Master"
@ -260,10 +261,10 @@ bus = "Master"
[connection signal="other_shooting_upgrade" from="Player" to="." method="other_shooting_upgrade"]
[connection signal="restart_game" from="Player" to="." method="_on_Player_restart_game"]
[connection signal="restart_game" from="Player" to="Mothership" method="_on_Player_restart_game"]
[connection signal="restart_game" from="Player" to="." method="_on_Player_restart_game"]
[connection signal="start_next_round" from="Player" to="." method="startNextRound"]
[connection signal="update_display" from="Player" to="." method="updatePoints"]

View File

@ -33,7 +33,7 @@ animations = [ {
"speed": 5.0
} ]
[node name="Node" type="Node"]
[node name="Node" type="Node" index="0"]
pause_mode = 2
script = ExtResource( 1 )
@ -50,6 +50,7 @@ animation = "default"
stream = ExtResource( 3 )
volume_db = 0.0
pitch_scale = 1.0
autoplay = false
mix_target = 0
bus = "Master"
@ -87,7 +88,7 @@ shortcut = null
group = null
flat = true
align = 1
_sections_unfolded = [ "Material", "Visibility" ]
_sections_unfolded = [ "Material", "Visibility", "custom_styles" ]
[node name="Menubutton" type="AnimatedSprite" parent="." index="4"]

View File

@ -0,0 +1,96 @@
#
# Copyright (C) 2018 Sage Vaillancourt, sagev9000@gmail.com
#
# This file is part of Fronter.
#
# Fronter is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Fronter is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Fronter. If not, see <http://www.gnu.org/licenses/>.
#
extends Node
signal menu_closed
signal change_color
signal buy_turret
signal turret_range_upgrade
signal turret_damage_upgrade
signal turret_speed_upgrade
var screensize
const DEFAULT_TURRET_COST = 0#1000
const TIER_COST = {2:1000, 3:4000, 4:10000, 5:0}
func _ready():
$ColorRect.color = Color(0,0,0,.8)
if get_parent().has_method("upgradeTurret"):
$BuyTurret.visible = false
$Back.visible = false
$BuyTurret.visible = false
$Accept.visible = true
if get_parent().has_method("upgradeTurret") != true:
pass
else:
$Upgrade/Button.text = str("Upgrade: $", TIER_COST[get_parent().tier+1])
if get_parent().tier >= 4:
$Upgrade/Button.visible = false
func _input(event):
pass
var velocity = Vector2()
func _process(delta):
if (Input.is_action_pressed("ui_quit")):
get_tree().quit()
#if Input.is_action_pressed("ui_accept"):
# _on_Button_pressed()
if get_parent().has_method("upgradeTurret") == true:
$Upgrade.visible = true
func _on_Button_pressed():
queue_free()
func backButton():
queue_free()
#var newTurret
#func buyTurret():
# if get_parent().money >= DEFAULT_TURRET_COST:
#var turret = preload("res://Turret.tscn").instance()
#turret.set_name(turret.get_name())
#newTurret = turret.get_name()
#pass
func acceptTurret():
if get_parent().has_method("upgradeTurret") == true:
queue_free()
else:
get_tree().paused = false
#get_parent().has_turret = true
$Accept.visible = false
$Back.visible = true
queue_free()
func upgradeTurret():
get_tree().paused = false
if get_parent().get_parent().get_node("Player").makePurchaseFor(TIER_COST[get_parent().tier+1]):
get_parent().upgradeTurret()
get_parent().relayUpgrade()
if get_parent().tier >= 4:
$Upgrade/Button.visible = false
else:
$Upgrade/Button.text = str("Upgrade: $", TIER_COST[get_parent().tier+1])

View File

@ -0,0 +1,224 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://Menus/InherentTurretMenu.gd" type="Script" id=1]
[ext_resource path="res://art/multiplayer_menu/back.png" type="Texture" id=2]
[ext_resource path="res://art/upgrade_menu/buyturrets.png" type="Texture" id=3]
[ext_resource path="res://art/multiplayer_menu/checkmark.png" type="Texture" id=4]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="SpriteFrames" id=2]
animations = [ {
"frames": [ ExtResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="SpriteFrames" id=3]
animations = [ {
"frames": [ ExtResource( 4 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[node name="InherentTurretMenu" type="Node"]
pause_mode = 2
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
[node name="ColorRect" type="ColorRect" parent="." index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 1026.0
margin_bottom = 605.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
color = Color( 0, 0, 0, 1 )
_sections_unfolded = [ "Visibility" ]
[node name="Back" type="Node2D" parent="." index="1"]
editor/display_folded = true
position = Vector2( 50, 240 )
scale = Vector2( 0.5, 0.5 )
z_index = 2
z_as_relative = false
_sections_unfolded = [ "Transform", "Z Index" ]
__meta__ = {
"_edit_group_": true
}
[node name="Icon" type="AnimatedSprite" parent="Back" index="0"]
position = Vector2( 190, 530 )
frames = SubResource( 1 )
animation = "default"
[node name="Button" type="Button" parent="Back" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 450.0
margin_right = 300.0
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
[node name="BuyTurret" type="Node2D" parent="." index="2"]
editor/display_folded = true
visible = false
position = Vector2( 190, 140 )
scale = Vector2( 0.25, 0.25 )
z_index = 2
_sections_unfolded = [ "Transform", "Z Index" ]
__meta__ = {
"_edit_group_": true
}
[node name="Icon" type="AnimatedSprite" parent="BuyTurret" index="0"]
position = Vector2( 190, 530 )
frames = SubResource( 2 )
animation = "default"
[node name="Button" type="Button" parent="BuyTurret" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -360.0
margin_top = 80.0
margin_right = 720.0
margin_bottom = 960.0
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
[node name="Accept" type="Node2D" parent="." index="3"]
editor/display_folded = true
visible = false
position = Vector2( 820, 240 )
scale = Vector2( 0.5, 0.5 )
_sections_unfolded = [ "Transform" ]
__meta__ = {
"_edit_group_": true
}
[node name="Icon" type="AnimatedSprite" parent="Accept" index="0"]
position = Vector2( 190, 530 )
frames = SubResource( 3 )
animation = "default"
[node name="Button" type="Button" parent="Accept" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 96.0
margin_top = 412.0
margin_right = 296.0
margin_bottom = 612.0
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
[node name="Upgrade" type="Node2D" parent="." index="4"]
visible = false
position = Vector2( 0, 181 )
[node name="Button" type="Button" parent="Upgrade" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 430.0
margin_top = 50.0
margin_right = 640.0
margin_bottom = 200.0
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 = "Upgrade"
flat = false
align = 1
[node name="Icon" type="AnimatedSprite" parent="Upgrade" index="1"]
animation = "default"
[connection signal="pressed" from="Back/Button" to="." method="backButton"]
[connection signal="pressed" from="BuyTurret/Button" to="." method="buyTurret"]
[connection signal="pressed" from="Accept/Button" to="." method="acceptTurret"]
[connection signal="pressed" from="Upgrade/Button" to="." method="upgradeTurret"]

View File

@ -7,10 +7,7 @@ path="res://.import/libera.png-27e063214b4f726f791d546d7edbc18d.stex"
[deps]
source_file="res://Menus/libera.png"
source_md5="00701d88cfcda352f723d70fb0702120"
dest_files=[ "res://.import/libera.png-27e063214b4f726f791d546d7edbc18d.stex" ]
dest_md5="5f4bfcdaac174d11b54b43fcdadc19c1"
[params]

View File

@ -7,10 +7,7 @@ path="res://.import/opens_externally.png-364ad320082cc6bf40f51de921f5c504.stex"
[deps]
source_file="res://Menus/opens_externally.png"
source_md5="d23b6f95a6ca1835ac0312b14fab474a"
dest_files=[ "res://.import/opens_externally.png-364ad320082cc6bf40f51de921f5c504.stex" ]
dest_md5="4ebafbbd5a5a35cf7fea6e797c3beee6"
[params]

View File

@ -7,10 +7,7 @@ path="res://.import/patreon.png-a2732b6eb9dbd0ddc53941041f7804ab.stex"
[deps]
source_file="res://Menus/patreon.png"
source_md5="55cd2ca600d821740fb657f6d1c6c924"
dest_files=[ "res://.import/patreon.png-a2732b6eb9dbd0ddc53941041f7804ab.stex" ]
dest_md5="4ec18b0428236e338a96d00a8b65afa7"
[params]

View File

@ -74,7 +74,8 @@ const LASER_PENETRATION_DICT = {1:0,2:1,3:2,4:3,5:5}
const STARTING_POSITION = Vector2(130, 250)
# the amount of money the player starts with
const STARTING_MONEY = 0100000
#const STARTING_MONEY = 0
const STARTING_MONEY = 100000
# cost to unlock turrets
const UNLOCK_TURRETS_COST = 1000
@ -229,6 +230,7 @@ func doubleLaserUpgrade():
if money >= DOUBLE_LASER_COST && double_laser == false:
money -= DOUBLE_LASER_COST
double_laser = true
$Gunner2.visible = true
# tell other players to enable doubles for you
rpc("double_laser_upgrade", get_tree().get_network_unique_id())
@ -356,6 +358,7 @@ func _refund_button():
changeColor(Color(1,1,1,1))
shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
money += ship_value*refund_percentage
$Gunner2.visible = false
prints("Refunded ", ship_value*refund_percentage)
ship_value = 0
emit_signal("update_display")
@ -461,8 +464,8 @@ func shoot():
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
laser2.position.y = position.y + 31
laser2.position.x = position.x + 50
laser2.current_pen = laser_penetration
laser2.damage = laser_damage

View File

@ -1,14 +1,15 @@
[gd_scene load_steps=7 format=2]
[gd_scene load_steps=8 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://Laser.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]
[ext_resource path="res://art/player/laserer2.png" type="Texture" id=3]
[ext_resource path="res://art/player/Rocket1.png" type="Texture" id=4]
[ext_resource path="res://art/player/Rocket2.png" type="Texture" id=5]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "default",
"speed": 15.0
@ -36,7 +37,15 @@ script = ExtResource( 1 )
_sections_unfolded = [ "Collision", "Z Index" ]
Laser = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
[node name="Gunner2" type="Sprite" parent="." index="0"]
visible = false
position = Vector2( 0, 7 )
scale = Vector2( 0.2, 0.2 )
texture = ExtResource( 3 )
_sections_unfolded = [ "Transform" ]
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"]
position = Vector2( 1.01175, 7.07602 )
scale = Vector2( 0.2, 0.2 )
@ -44,14 +53,14 @@ frames = SubResource( 1 )
animation = "default"
_sections_unfolded = [ "Transform" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="2"]
position = Vector2( 5.85673, 1.31631 )
rotation = 1.5708
shape = SubResource( 2 )
_sections_unfolded = [ "Material", "Transform", "Visibility", "Z Index" ]
[node name="Timer" type="Timer" parent="." index="2"]
[node name="Timer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 0.02

View File

@ -66,27 +66,7 @@ func _process(delta):
if position.x > 0:
position.x -= delta*((100+(position.x))/10)
#### BIG WOBBLE ####
if position.y > 4:
move_down = false
if position.y <= -4:
move_down = true
if abs(position.y) > 4:
speed_multiplier = 1
elif abs(position.y) > 3:
speed_multiplier = 1
elif abs(position.y) > 2:
speed_multiplier = 2
elif abs(position.y) <= 2:
speed_multiplier = 3
if move_down:
if health > 1000:
position.y += delta*speed_multiplier
else:
if health > 1000:
position.y -= delta*speed_multiplier
wobble(delta)
if health < -1*(starting_health/10) && $Inside/InsideBadSprite.rotation_degrees < 180:
$Inside/InsideBadSprite.rotation_degrees += delta*20
@ -120,7 +100,6 @@ func _process(delta):
emit_signal("flash")
$OutsideBottomCollision.disabled = true
$OutsideTopCollision.disabled = true
prints("flash")
flashed = true
#queue_free()
@ -186,6 +165,28 @@ func updateOutsideSprite():
slave func bossHealth(host_health):
health = host_health
func wobble(delta):
if position.y > 4:
move_down = false
if position.y <= -4:
move_down = true
if abs(position.y) > 4:
speed_multiplier = 1
elif abs(position.y) > 3:
speed_multiplier = 1
elif abs(position.y) > 2:
speed_multiplier = 2
elif abs(position.y) <= 2:
speed_multiplier = 3
if move_down:
if health > 1000:
position.y += delta*speed_multiplier
else:
if health > 1000:
position.y -= delta*speed_multiplier
var top_laser = true
func shoot():
var laser = Laser.instance()

View File

@ -125,6 +125,7 @@ shape = SubResource( 4 )
stream = ExtResource( 23 )
volume_db = 4.0
pitch_scale = 1.0
autoplay = true
mix_target = 0
bus = "Master"

View File

@ -6,54 +6,137 @@ signal boss_health
var right_laser_alive = true
var left_laser_alive = true
var move_left = true
var move_down = true
var speed_multiplier = 3
var fight_started = false
func _ready():
speed = 0
starting_health = 3000
position.x = 1200
starting_health = 2800
health = starting_health
$RightArm/Laser/BadLaser.independent = false
#$RightArm/BadLaser.health_multi = 3
$LeftArm/Laser/BadLaser.independent = false
#$LeftArm/BadLaser.health_multi = 3
$RightArm/Laser/BadLaser.fire_speed = 25
$LeftArm/Laser/BadLaser.fire_speed = 25
$RightArm/Laser/BadLaser/Rotatable.rotation_degrees = -45
$RightArm/BadLaser.independent = false
$RightArm/BadLaser.health_multi = 5
$LeftArm/BadLaser.independent = false
$LeftArm/BadLaser.health_multi = 5
$RightArm/BadLaser.fire_speed = 0
$LeftArm/BadLaser.fire_speed = 0
$RightArm/BadLaser/Rotatable.rotation_degrees = -45
# $RightArm/BadLaser.health = 10
# $LeftArm/BadLaser.health = 10
pass
func _process(delta):
#$RightArm/Forearm.rotate(delta/10)
# print(health)
wobble(delta)
# print(position.x)
if position.x < 903:
move_left = false
# health -= 25*delta
if !fight_started:
$LeftArm/AnimationPlayer.play("block")
$RightArm/AnimationPlayer.play("block")
fight_started = true
if move_left:
position.x -= delta*20
if $LeftArm/AnimationPlayer.assigned_animation == "retract" && $LeftArm/AnimationPlayer.current_animation != "retract":
$RightArm/BadLaser.fire_speed = 50
$LeftArm/BadLaser.fire_speed = 50
if health <= 2000:
if $LeftArm/AnimationPlayer.assigned_animation != "blockL" && $LeftArm/AnimationPlayer.assigned_animation != "spinoff":
$LeftArm/AnimationPlayer.play("blockL")
if $RightArm/AnimationPlayer.assigned_animation != "blockL" && $RightArm/AnimationPlayer.assigned_animation != "spinoff":
$RightArm/AnimationPlayer.play("blockL")
$RightArm/AnimationPlayer.seek(0.5)
if health <= 2500 && health > 2000:
if $LeftArm/AnimationPlayer.assigned_animation != "retract":
$LeftArm/AnimationPlayer.play("retract")
if $RightArm/AnimationPlayer.assigned_animation != "retract":
$RightArm/AnimationPlayer.play("retract")
# health -= delta*100
if right_laser_alive:
if $RightArm/Laser/BadLaser:
#$RightArm/Laser/BadLaser.health -= delta*30
if $RightArm/Laser/BadLaser.health <= 100:
$RightArm/Laser/BadLaser.fire_speed = 150
else:
$RightArm/Laser/BadLaser/AnimatedSprite.frame = 1
$RightArm/Laser/BadLaser.fire_speed = 0
$RightArm/Laser/BadLaser/Line2D.visible = false
if $RightArm/BadLaser:
# $RightArm/BadLaser.health -= delta*30
if $RightArm/BadLaser.health <= 100:
$RightArm/BadLaser.fire_speed = 150
elif $RightArm/BadLaser/AnimatedSprite.frame != 1:
$RightArm/AnimationPlayer.play("spinoff")
$RightArm/BadLaser/AnimatedSprite.frame = 1
$RightArm/BadLaser.fire_speed = 0
$RightArm/BadLaser/Line2D.visible = false
if left_laser_alive:
if $LeftArm/Laser/BadLaser:
#$LeftArm/Laser/BadLaser.health -= delta*30
if $LeftArm/Laser/BadLaser.health <= 100:
$LeftArm/Laser/BadLaser.fire_speed = 150
else:
$LeftArm/Laser/BadLaser.fire_speed = 0
$LeftArm/Laser/BadLaser/AnimatedSprite.frame = 1
$LeftArm/Laser/BadLaser/Line2D.visible = false
if $LeftArm/BadLaser:
# $LeftArm/BadLaser.health -= delta*30
if $LeftArm/BadLaser.health <= 100:
$LeftArm/BadLaser.fire_speed = 150
elif $LeftArm/BadLaser/AnimatedSprite.frame != 1:
$LeftArm/AnimationPlayer.play("spinoff")
$LeftArm/BadLaser.fire_speed = 0
$LeftArm/BadLaser/AnimatedSprite.frame = 1
$LeftArm/BadLaser/Line2D.visible = false
func hit(who):
health -= who.damage/(health_multi*3.5)
print(health)
if fight_started:
health -= who.damage/(health_multi*3.5)
print("Rectangle Return: ", health)
if get_tree().is_network_server():
rpc("bossHealth", health)
emit_signal("boss_health", health, starting_health)
func _on_LeftBadLaser_dead(money):
if left_laser_alive:
left_laser_alive = false
func _on_RightBadLaser_dead(money):
if right_laser_alive:
right_laser_alive = false
func normalFireSpeed():
# $RightArm/BadLaser.fire_speed = 25
# $LeftArm/BadLaser.fire_speed = 25
$RightArm/BadLaser.fire_speed = 10
$LeftArm/BadLaser.fire_speed = 10
if get_tree().is_network_server():
rpc("bossHealth", health)
emit_signal("boss_health", health, starting_health)
func _on_LeftBadLaser_dead(money):
left_laser_alive = false
func wobble(delta):
if position.y - 305 > 4:
move_down = false
if position.y - 305 <= -4:
move_down = true
if abs(position.y - 305) > 4:
speed_multiplier = 1
elif abs(position.y - 305) > 3:
speed_multiplier = 1
elif abs(position.y - 305) > 2:
speed_multiplier = 2
elif abs(position.y - 305) <= 2:
speed_multiplier = 3
if move_down:
if health > 1000:
position.y += delta*speed_multiplier
else:
if health > 1000:
position.y -= delta*speed_multiplier
func _on_RightBadLaser_dead(money):
right_laser_alive = false
func flash():
emit_signal("flash")
func _exit_tree():
$LeftArm/Laser/BadLaser.queue_free()
$RightArm/Laser/BadLaser.queue_free()
$LeftArm/BadLaser.queue_free()
$RightArm/BadLaser.queue_free()

File diff suppressed because it is too large Load Diff

View File

@ -15,11 +15,13 @@ var tier = 1
const RANGE_TIER = {1:Vector2(30,30), 2:Vector2(40,40), 3:Vector2(50,50), 4:Vector2(60,60)}
const DAMAGE_TIER = {1:15, 2:25, 3:50, 4:100}
const RELOAD_TIER = {1:1.5, 2:1, 3:0.75, 4:0.5}
const ANIMATION_TIER = {1:"plain", 2:"spike", 3:"spike", 4:"spike"}
const ANIMATION_TIER = {1:"plain", 2:"point", 3:"spike", 4:"spike"}
const ANIMATION_SCALE_TIER = {1:Vector2(.12,.12), 2:Vector2(.2,.2), 3:Vector2(.2,.2), 4:Vector2(.2,.2)}
var enemy_count = 0
export (PackedScene) var UMenu
func _ready():
$ReloadTimer.wait_time = RELOAD_TIER[tier]
damage = DAMAGE_TIER[tier]
@ -81,7 +83,7 @@ func entityExitedRange(bad_id, bad, bad_shape, self_shape):
current_bad_shape = null
func _on_OpenMenuButton_pressed():
var menu = preload("res://InherentTurretMenu.tscn").instance()
var menu = UMenu.instance()
add_child(menu)
menu.connect("turret_upgrade", self, "upgradeTurret")
pass

View File

@ -1,11 +1,14 @@
[gd_scene load_steps=10 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://Turret.gd" type="Script" id=1]
[ext_resource path="res://art/turret/turret.png" type="Texture" id=2]
[ext_resource path="res://art/turret/shootin.png" type="Texture" id=3]
[ext_resource path="res://art/turret/turret2.png" type="Texture" id=4]
[ext_resource path="res://art/turret/shootin2.png" type="Texture" id=5]
[ext_resource path="res://art/hand-numbs.ttf" type="DynamicFontData" id=6]
[ext_resource path="res://Menus/InherentTurretMenu.tscn" type="PackedScene" id=2]
[ext_resource path="res://art/turret/turret1.5.png" type="Texture" id=3]
[ext_resource path="res://art/turret/shootin1.5.png" type="Texture" id=4]
[ext_resource path="res://art/turret/turret.png" type="Texture" id=5]
[ext_resource path="res://art/turret/shootin.png" type="Texture" id=6]
[ext_resource path="res://art/turret/turret2.png" type="Texture" id=7]
[ext_resource path="res://art/turret/shootin2.png" type="Texture" id=8]
[ext_resource path="res://art/hand-numbs.ttf" type="DynamicFontData" id=9]
[sub_resource type="CircleShape2D" id=1]
@ -15,12 +18,17 @@ radius = 32.0821
[sub_resource type="SpriteFrames" id=2]
animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
"loop": true,
"name": "point",
"speed": 5.0
}, {
"frames": [ ExtResource( 5 ), ExtResource( 6 ) ],
"loop": true,
"name": "plain",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"frames": [ ExtResource( 7 ), ExtResource( 8 ) ],
"loop": true,
"name": "spike",
"speed": 5.0
@ -31,13 +39,14 @@ animations = [ {
size = 50
use_mipmaps = false
use_filter = false
font_data = ExtResource( 6 )
font_data = ExtResource( 9 )
_sections_unfolded = [ "Font", "Settings" ]
[node name="Turret" type="Node2D" index="0"]
[node name="Turret" type="Node2D"]
script = ExtResource( 1 )
_sections_unfolded = [ "Material", "Pause", "Transform", "Visibility", "Z Index" ]
UMenu = ExtResource( 2 )
[node name="Beam" type="Line2D" parent="." index="0"]

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