Add project.godot. Add some real UpgradeMenu functionality
This commit is contained in:
parent
dcb450506e
commit
e050fe3ecb
2
Bad1.gd
2
Bad1.gd
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@ -25,7 +25,7 @@ var velocity = Vector2()
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func _process(delta):
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if health <= 0:
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emit_signal("dead", 150)
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emit_signal("dead", 15)
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queue_free()
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if hit_timer < 0.15:
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2
Bloob.gd
2
Bloob.gd
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@ -24,7 +24,7 @@ var velocity = Vector2()
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func _process(delta):
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if health <= 0:
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emit_signal("dead", 300)
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emit_signal("dead", 30)
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queue_free()
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if hit_timer < 0.15:
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@ -18,7 +18,7 @@ animations = [ {
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"speed": 5.0
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} ]
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[node name="Area2D" type="Area2D" index="0"]
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[node name="Area2D" type="Area2D"]
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scale = Vector2( 0.25, 0.25 )
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input_pickable = true
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25
Main.gd
25
Main.gd
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@ -2,7 +2,6 @@ extends Node
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export (PackedScene) var FirstBad
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export (PackedScene) var BlobBad
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export (PackedScene) var UpgradeMenu
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var position = Vector2(200, 200)
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var total_bads_spawned = 0
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@ -51,29 +50,11 @@ func BaddieTimer():
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else:
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total_bads_spawned = 0
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func _on_Player_shooting_speed_upgrade():
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updatePoints()
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pass
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func _on_PauseButton_pressed():
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var upgmenu
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upgmenu = UpgradeMenu.instance()
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add_child(upgmenu)
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upgmenu.connect("refund", self, "_refund_button")
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get_tree().paused = true
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$Player.upgradeMenu()
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func updatePoints():
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$MoneyDisplay.text = str($Player.money, " points")
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#When refund signal from upgrade menu comes in,
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# tell Player to refund upgrades
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func _refund_button():
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$Player.refund()
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#When refund comes back successfully from Player,
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# pause game again
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func _on_Player_refund(ship_value):
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prints("Refunded for ", ship_value)
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updatePoints()
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get_tree().paused = true
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pass # replace with function body
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func _on_Player_update_display():
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updatePoints()
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26
Main.tscn
26
Main.tscn
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@ -1,12 +1,11 @@
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[gd_scene load_steps=10 format=2]
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://Main.gd" type="Script" id=1]
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[ext_resource path="res://Bad1.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Bloob.tscn" type="PackedScene" id=3]
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[ext_resource path="res://UpgradeMenu.tscn" type="PackedScene" id=4]
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[ext_resource path="res://art/bg.png" type="Texture" id=5]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=6]
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[ext_resource path="res://Mothership.tscn" type="PackedScene" id=7]
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[ext_resource path="res://art/bg.png" type="Texture" id=4]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=5]
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[ext_resource path="res://Mothership.tscn" type="PackedScene" id=6]
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[sub_resource type="ImageTexture" id=1]
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@ -24,13 +23,12 @@ lossy_quality = 0.7
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flags = 7
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size = Vector2( 0, 0 )
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[node name="Main" type="Node" index="0"]
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[node name="Main" type="Node"]
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script = ExtResource( 1 )
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_sections_unfolded = [ "Pause" ]
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FirstBad = ExtResource( 2 )
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BlobBad = ExtResource( 3 )
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UpgradeMenu = ExtResource( 4 )
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[node name="Sprite2" type="Sprite" parent="." index="0"]
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@ -43,18 +41,18 @@ texture = SubResource( 2 )
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[node name="bg" type="Sprite" parent="Sprite" index="0"]
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position = Vector2( 544.657, 347.107 )
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texture = ExtResource( 5 )
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texture = ExtResource( 4 )
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[node name="Player" parent="." index="2" instance=ExtResource( 6 )]
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[node name="Player" parent="." index="2" instance=ExtResource( 5 )]
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[node name="BaddieTimer" type="Timer" parent="." index="3"]
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process_mode = 1
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wait_time = 4.0
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wait_time = 5.0
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one_shot = false
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autostart = false
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[node name="Mothership" parent="." index="4" instance=ExtResource( 7 )]
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[node name="Mothership" parent="." index="4" instance=ExtResource( 6 )]
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[node name="MoneyDisplay" type="Label" parent="." index="5"]
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@ -86,7 +84,7 @@ anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_top = -1.0
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margin_right = 337.0
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margin_right = 205.0
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margin_bottom = 295.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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@ -110,7 +108,7 @@ anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_top = 294.0
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margin_right = 337.0
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margin_right = 190.0
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margin_bottom = 600.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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@ -183,6 +181,8 @@ align = 1
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[connection signal="shooting_speed_upgrade" from="Player" to="." method="_on_Player_shooting_speed_upgrade"]
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[connection signal="update_display" from="Player" to="." method="_on_Player_update_display"]
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[connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"]
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[connection signal="button_down" from="UpButton" to="Player" method="upPressed"]
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@ -13,11 +13,12 @@ var timer = null
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var bullet_delay = 0.1
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func _ready():
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timer = Timer.new()
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timer.set_one_shot(true)
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timer.set_wait_time(bullet_delay)
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timer.connect("timeout", self, "on_timeout_complete")
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add_child(timer)
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pass
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# timer = Timer.new()
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# timer.set_one_shot(true)
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# timer.set_wait_time(bullet_delay)
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# timer.connect("timeout", self, "on_timeout_complete")
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# add_child(timer)
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func _process(delta):
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if health <= 0:
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@ -29,16 +30,16 @@ func _process(delta):
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func _on_GunAimNode_area_entered(area):
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for i in range(20):
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#var laser = Laser.instance()
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#get_node("../").add_child(laser)
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#laser.position.y = position.y - 27
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#laser.position.x = position.x + 46
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if double_laser == true:
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var laser2 = Laser.instance()
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get_node("../").add_child(laser2)
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laser2.position.y = position.y + 28
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laser2.position.x = position.x + 46
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can_shoot = false
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timer.start()
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#func _on_GunAimNode_area_entered(area):
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# for i in range(20):
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# #var laser = Laser.instance()
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# #get_node("../").add_child(laser)
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# #laser.position.y = position.y - 27
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# #laser.position.x = position.x + 46
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# if double_laser == true:
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# var laser2 = Laser.instance()
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# get_node("../").add_child(laser2)
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# laser2.position.y = position.y + 28
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# laser2.position.x = position.x + 46
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# can_shoot = false
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# timer.start()
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@ -1,4 +1,4 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://Mothership.gd" type="Script" id=1]
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[ext_resource path="res://Laser.tscn" type="PackedScene" id=2]
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@ -19,12 +19,7 @@ animations = [ {
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"speed": 5.0
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} ]
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[sub_resource type="RectangleShape2D" id=3]
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custom_solver_bias = 0.0
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extents = Vector2( 135.733, 138.728 )
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[node name="Mothership" type="Area2D" index="0"]
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[node name="Mothership" type="Area2D"]
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position = Vector2( 23.327, 304.835 )
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scale = Vector2( 0.3, 0.3 )
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@ -49,21 +44,4 @@ shape = SubResource( 1 )
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frames = SubResource( 2 )
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animation = "default"
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[node name="GunAimNode" type="Area2D" parent="." index="2"]
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input_pickable = true
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gravity_vec = Vector2( 0, 1 )
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gravity = 98.0
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linear_damp = 0.1
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angular_damp = 1.0
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audio_bus_override = false
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audio_bus_name = "Master"
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[node name="GunAim" type="CollisionShape2D" parent="GunAimNode" index="0"]
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position = Vector2( -178.686, -46.8981 )
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shape = SubResource( 3 )
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[connection signal="area_entered" from="GunAimNode" to="." method="_on_GunAimNode_area_entered"]
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128
Player.gd
128
Player.gd
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@ -1,16 +1,22 @@
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extends Area2D
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signal refund
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signal shooting_speed_upgrade
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signal update_display # tells parent to update points display
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signal refund # will tell parent a refund is occuring, for display
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signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
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signal ship_speed_upgrade
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signal shooting_speed_fully_upgraded
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signal ship_speed_fully_upgraded
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export (PackedScene) var Laser
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#Default ship strengths and costs
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const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500 #To be replaced
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const BULLET_DELAY_TIER1 = 0.8
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const BULLET_DELAY_TIER2 = 0.5
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const BULLET_DELAY_TIER3 = 0.2
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const BULLET_DELAY_TIER4 = 0.1
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const BULLET_DELAY_TIER5 = 0.05
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const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
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const BULLET_DELAY_MINIMUM = 0.01
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const BULLET_DELAY_TIER2_COST = 100
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const BULLET_DELAY_TIER3_COST = 200
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const BULLET_DELAY_TIER4_COST = 400
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@ -21,6 +27,12 @@ const SHIP_SPEED_TIER2 = 200
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const SHIP_SPEED_TIER3 = 300
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const SHIP_SPEED_TIER4 = 500
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const SHIP_SPEED_TIER5 = 800
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const SHIP_SPEED_UPGRADE_DEFAULT = 1500
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const SHIP_SPEED_MAXIMUM = 1200
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const SHIP_SPEED_TIER2_COST = 200
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const SHIP_SPEED_TIER3_COST = 400
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const SHIP_SPEED_TIER4_COST = 600
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const SHIP_SPEED_TIER5_COST = 800
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var screensize
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var double_laser = false
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var ship_value = 0
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var refund_percentage = 1
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var refund_percentage = 0.9
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var money = 100
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var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
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func upgradeMenu():
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var upgmenu = preload("res://UpgradeMenu.tscn").instance()
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add_child(upgmenu)
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upgmenu.connect("refund", self, "_refund_button")
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upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
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get_tree().paused = true
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func upgradeBulletDelay_button():
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upgradeBulletDelay()
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emit_signal("update_display")
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get_tree().paused = true
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func upgradeBulletDelay():
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if (can_shoot == true):
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if (bullet_delay == 0.8 && money >= BULLET_DELAY_TIER2_COST):
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bullet_delay = BULLET_DELAY_TIER2
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money -= BULLET_DELAY_TIER2_COST
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ship_value += BULLET_DELAY_TIER2_COST
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elif (bullet_delay == 0.5 && money >= BULLET_DELAY_TIER3_COST):
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bullet_delay = BULLET_DELAY_TIER3
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money -= BULLET_DELAY_TIER3_COST
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ship_value += BULLET_DELAY_TIER3_COST
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elif (bullet_delay == 0.2 && money >= BULLET_DELAY_TIER4_COST):
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bullet_delay = BULLET_DELAY_TIER4
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money -= BULLET_DELAY_TIER4_COST
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ship_value += BULLET_DELAY_TIER4_COST
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elif (bullet_delay == 0.1 && money >= BULLET_DELAY_TIER5_COST):
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bullet_delay = BULLET_DELAY_TIER5
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money -= BULLET_DELAY_TIER5_COST
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ship_value += BULLET_DELAY_TIER5_COST
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elif (bullet_delay <= 0.01):
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emit_signal("bullet_delay_fully_upgraded")
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elif (bullet_delay <= 0.05 && money >= shooting_speed_upgrade):
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bullet_delay = bullet_delay*0.95
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money -= shooting_speed_upgrade
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ship_value += shooting_speed_upgrade
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shooting_speed_upgrade *= 1.1
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timer.set_wait_time(bullet_delay)
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prints(bullet_delay)
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timer.start()
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can_shoot = false
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if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST):
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bullet_delay = BULLET_DELAY_TIER2
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money -= BULLET_DELAY_TIER2_COST
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ship_value += BULLET_DELAY_TIER2_COST
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elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST):
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bullet_delay = BULLET_DELAY_TIER3
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money -= BULLET_DELAY_TIER3_COST
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ship_value += BULLET_DELAY_TIER3_COST
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elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
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bullet_delay = BULLET_DELAY_TIER4
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money -= BULLET_DELAY_TIER4_COST
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ship_value += BULLET_DELAY_TIER4_COST
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elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
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bullet_delay = BULLET_DELAY_TIER5
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money -= BULLET_DELAY_TIER5_COST
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ship_value += BULLET_DELAY_TIER5_COST
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elif (bullet_delay <= BULLET_DELAY_MINIMUM):
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emit_signal("bullet_delay_fully_upgraded")
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elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
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bullet_delay = bullet_delay*0.95
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money -= shooting_speed_upgrade
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ship_value += shooting_speed_upgrade
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shooting_speed_upgrade *= 1.1
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timer.set_wait_time(bullet_delay)
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prints(bullet_delay)
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func upgradeShipSpeed():
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if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
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ship_speed = SHIP_SPEED_TIER2
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money -= SHIP_SPEED_TIER2_COST
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ship_value += SHIP_SPEED_TIER2_COST
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elif (ship_speed == SHIP_SPEED_TIER2 && money >= SHIP_SPEED_TIER3_COST):
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ship_speed = SHIP_SPEED_TIER3
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money -= SHIP_SPEED_TIER3_COST
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ship_value += SHIP_SPEED_TIER3_COST
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elif (ship_speed == SHIP_SPEED_TIER3 && money >= SHIP_SPEED_TIER4_COST):
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ship_speed = SHIP_SPEED_TIER4
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money -= SHIP_SPEED_TIER4_COST
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ship_value += SHIP_SPEED_TIER4_COST
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elif (ship_speed == SHIP_SPEED_TIER4 && money >= SHIP_SPEED_TIER5_COST):
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ship_speed = SHIP_SPEED_TIER5
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money -= SHIP_SPEED_TIER5_COST
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ship_value += SHIP_SPEED_TIER5_COST
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elif (ship_speed >= SHIP_SPEED_MAXIMUM):
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emit_signal("ship_speed_fully_upgraded")
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elif (ship_speed >= SHIP_SPEED_TIER5 && money >= ship_speed_upgrade):
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ship_speed = ship_speed*1.05
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money -= ship_speed_upgrade
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ship_value += ship_speed_upgrade
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ship_speed_upgrade *= 1.1
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prints(ship_speed)
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func _ready():
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timer = Timer.new()
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@ -81,13 +128,16 @@ func _ready():
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screensize = get_viewport_rect().size
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$AnimatedSprite.play()
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func refund():
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func _refund_button():
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bullet_delay = BULLET_DELAY_TIER1
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timer.set_wait_time(bullet_delay)
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ship_speed = SHIP_SPEED_TIER1
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shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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money += ship_value*refund_percentage
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emit_signal("refund", ship_value*refund_percentage)
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prints("Refunded ", ship_value*refund_percentage)
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ship_value = 0
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emit_signal("update_display")
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get_tree().paused = true
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var timer = null
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@ -99,6 +149,11 @@ var shoot_down = false
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func on_timeout_complete():
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can_shoot = true
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#func _unhandled_input(event):
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# if (event is InputEventScreenTouch):
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# gravity_point = true
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# gravity_vec = Vector2(0.5, 0.5)
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func _process(delta):
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var velocity = Vector2() # the player's movement vector
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if (Input.is_action_pressed("ui_right")):
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|
@ -120,6 +175,9 @@ func _process(delta):
|
|||
shoot()
|
||||
if (Input.is_action_pressed("ui_select") && can_shoot == true):
|
||||
upgradeBulletDelay()
|
||||
if (Input.is_action_pressed("ui_reset") && can_shoot == true):
|
||||
#upgradeShipSpeed()
|
||||
upgradeMenu()
|
||||
|
||||
func _on_Player_body_entered(body):
|
||||
prints("hit")
|
||||
|
|
|
@ -23,8 +23,9 @@ height = 76.5834
|
|||
[node name="Player" type="Area2D" index="0"]
|
||||
|
||||
input_pickable = true
|
||||
gravity_vec = Vector2( 0, 1 )
|
||||
gravity = 98.0
|
||||
gravity_point = true
|
||||
gravity_vec = Vector2( 10, 10 )
|
||||
gravity = 1000.0
|
||||
linear_damp = 0.1
|
||||
angular_damp = 1.0
|
||||
audio_bus_override = false
|
||||
|
|
|
@ -6,18 +6,14 @@ signal bullet_delay_upgrade
|
|||
signal add_laser
|
||||
signal plasma_lasers
|
||||
|
||||
# class member variables go here, for example:
|
||||
# var a = 2
|
||||
# var b = "textvar"
|
||||
var shooting_speed_tier
|
||||
var ship_speed_tier
|
||||
var double_lasers
|
||||
|
||||
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
|
||||
|
||||
|
||||
|
@ -29,4 +25,14 @@ func _on_Button_pressed():
|
|||
func _on_Refund_pressed():
|
||||
get_tree().paused = false
|
||||
emit_signal("refund")
|
||||
$ShootingSpeedIcon.frame = 0
|
||||
pass # replace with function body
|
||||
|
||||
func shooting_speed_upgrade_success():
|
||||
$ShootingSpeedIcon.frame += 1
|
||||
|
||||
func _on_ShootingSpeedUpgrade_pressed():
|
||||
get_tree().paused = false
|
||||
emit_signal("bullet_delay_upgrade")
|
||||
$ShootingSpeedIcon.frame += 1
|
||||
pass
|
|
@ -1,17 +1,44 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://UpgradeMenu.gd" type="Script" id=1]
|
||||
[ext_resource path="res://art/upgrade_menu/shootingspeed1.png" type="Texture" id=2]
|
||||
[ext_resource path="res://art/upgrade_menu/shootingspeed2.png" type="Texture" id=3]
|
||||
|
||||
[sub_resource type="Theme" id=1]
|
||||
|
||||
|
||||
[sub_resource type="SpriteFrames" id=2]
|
||||
|
||||
animations = [ {
|
||||
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
|
||||
"loop": true,
|
||||
"name": "default",
|
||||
"speed": 5.0
|
||||
} ]
|
||||
|
||||
[node name="UpgradeMenu" type="Node"]
|
||||
|
||||
pause_mode = 2
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Pause" ]
|
||||
|
||||
[node name="Resume" type="Button" parent="." index="0"]
|
||||
[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( 0.188874, 0.188049, 0.203125, 1 )
|
||||
|
||||
[node name="Resume" type="Button" parent="." index="1"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
|
@ -36,9 +63,8 @@ group = null
|
|||
text = "Resume"
|
||||
flat = false
|
||||
align = 1
|
||||
_sections_unfolded = [ "Theme" ]
|
||||
|
||||
[node name="Refund" type="Button" parent="." index="1"]
|
||||
[node name="Refund" type="Button" parent="." index="2"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
|
@ -63,8 +89,43 @@ text = "Refund"
|
|||
flat = false
|
||||
align = 1
|
||||
|
||||
[node name="ShootingSpeedIcon" type="AnimatedSprite" parent="." index="3"]
|
||||
|
||||
position = Vector2( 287.25, 218.906 )
|
||||
scale = Vector2( 0.244531, 0.244531 )
|
||||
frames = SubResource( 2 )
|
||||
animation = "default"
|
||||
|
||||
[node name="ShootingSpeedUpgrade" type="Button" parent="." index="4"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_left = 210.0
|
||||
margin_top = 170.0
|
||||
margin_right = 365.0
|
||||
margin_bottom = 268.0
|
||||
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
|
||||
|
||||
[connection signal="button_down" from="Resume" to="." method="_on_Resume_button_down"]
|
||||
|
||||
[connection signal="pressed" from="Resume" to="." method="_on_Button_pressed"]
|
||||
|
||||
[connection signal="pressed" from="Refund" to="." method="_on_Refund_pressed"]
|
||||
|
||||
[connection signal="pressed" from="ShootingSpeedUpgrade" to="." method="_on_ShootingSpeedUpgrade_pressed"]
|
||||
|
||||
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 29 KiB |
Binary file not shown.
After Width: | Height: | Size: 37 KiB |
|
@ -0,0 +1,43 @@
|
|||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=3
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Fronter"
|
||||
run/main_scene="res://Main.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/stretch/mode="2d"
|
||||
|
||||
[input]
|
||||
|
||||
ui_select=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":69,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
ui_reset=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
ctlr_l=[ Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
ctlr_r=[ Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":7,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
ctlr_a=[ Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
ctlr_start=[ Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
ui_quit=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_clear_color=Color( 0.210938, 0.210938, 0.210938, 1 )
|
||||
environment/default_environment="res://default_env.tres"
|
Loading…
Reference in New Issue