Add project.godot. Add some real UpgradeMenu functionality

This commit is contained in:
Sage Vaillancourt 2018-05-23 11:02:52 -04:00
parent dcb450506e
commit e050fe3ecb
14 changed files with 257 additions and 128 deletions

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@ -25,7 +25,7 @@ var velocity = Vector2()
func _process(delta): func _process(delta):
if health <= 0: if health <= 0:
emit_signal("dead", 150) emit_signal("dead", 15)
queue_free() queue_free()
if hit_timer < 0.15: if hit_timer < 0.15:

View File

@ -24,7 +24,7 @@ var velocity = Vector2()
func _process(delta): func _process(delta):
if health <= 0: if health <= 0:
emit_signal("dead", 300) emit_signal("dead", 30)
queue_free() queue_free()
if hit_timer < 0.15: if hit_timer < 0.15:

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@ -18,7 +18,7 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[node name="Area2D" type="Area2D" index="0"] [node name="Area2D" type="Area2D"]
scale = Vector2( 0.25, 0.25 ) scale = Vector2( 0.25, 0.25 )
input_pickable = true input_pickable = true

23
Main.gd
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@ -2,7 +2,6 @@ extends Node
export (PackedScene) var FirstBad export (PackedScene) var FirstBad
export (PackedScene) var BlobBad export (PackedScene) var BlobBad
export (PackedScene) var UpgradeMenu
var position = Vector2(200, 200) var position = Vector2(200, 200)
var total_bads_spawned = 0 var total_bads_spawned = 0
@ -51,29 +50,11 @@ func BaddieTimer():
else: else:
total_bads_spawned = 0 total_bads_spawned = 0
func _on_Player_shooting_speed_upgrade():
updatePoints()
pass
func _on_PauseButton_pressed(): func _on_PauseButton_pressed():
var upgmenu $Player.upgradeMenu()
upgmenu = UpgradeMenu.instance()
add_child(upgmenu)
upgmenu.connect("refund", self, "_refund_button")
get_tree().paused = true
func updatePoints(): func updatePoints():
$MoneyDisplay.text = str($Player.money, " points") $MoneyDisplay.text = str($Player.money, " points")
#When refund signal from upgrade menu comes in, func _on_Player_update_display():
# tell Player to refund upgrades
func _refund_button():
$Player.refund()
#When refund comes back successfully from Player,
# pause game again
func _on_Player_refund(ship_value):
prints("Refunded for ", ship_value)
updatePoints() updatePoints()
get_tree().paused = true
pass # replace with function body

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@ -1,12 +1,11 @@
[gd_scene load_steps=10 format=2] [gd_scene load_steps=9 format=2]
[ext_resource path="res://Main.gd" type="Script" id=1] [ext_resource path="res://Main.gd" type="Script" id=1]
[ext_resource path="res://Bad1.tscn" type="PackedScene" id=2] [ext_resource path="res://Bad1.tscn" type="PackedScene" id=2]
[ext_resource path="res://Bloob.tscn" type="PackedScene" id=3] [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=4]
[ext_resource path="res://art/bg.png" type="Texture" id=5] [ext_resource path="res://Player.tscn" type="PackedScene" id=5]
[ext_resource path="res://Player.tscn" type="PackedScene" id=6] [ext_resource path="res://Mothership.tscn" type="PackedScene" id=6]
[ext_resource path="res://Mothership.tscn" type="PackedScene" id=7]
[sub_resource type="ImageTexture" id=1] [sub_resource type="ImageTexture" id=1]
@ -24,13 +23,12 @@ lossy_quality = 0.7
flags = 7 flags = 7
size = Vector2( 0, 0 ) size = Vector2( 0, 0 )
[node name="Main" type="Node" index="0"] [node name="Main" type="Node"]
script = ExtResource( 1 ) script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ] _sections_unfolded = [ "Pause" ]
FirstBad = ExtResource( 2 ) FirstBad = ExtResource( 2 )
BlobBad = ExtResource( 3 ) BlobBad = ExtResource( 3 )
UpgradeMenu = ExtResource( 4 )
[node name="Sprite2" type="Sprite" parent="." index="0"] [node name="Sprite2" type="Sprite" parent="." index="0"]
@ -43,18 +41,18 @@ texture = SubResource( 2 )
[node name="bg" type="Sprite" parent="Sprite" index="0"] [node name="bg" type="Sprite" parent="Sprite" index="0"]
position = Vector2( 544.657, 347.107 ) position = Vector2( 544.657, 347.107 )
texture = ExtResource( 5 ) texture = ExtResource( 4 )
[node name="Player" parent="." index="2" instance=ExtResource( 6 )] [node name="Player" parent="." index="2" instance=ExtResource( 5 )]
[node name="BaddieTimer" type="Timer" parent="." index="3"] [node name="BaddieTimer" type="Timer" parent="." index="3"]
process_mode = 1 process_mode = 1
wait_time = 4.0 wait_time = 5.0
one_shot = false one_shot = false
autostart = false autostart = false
[node name="Mothership" parent="." index="4" instance=ExtResource( 7 )] [node name="Mothership" parent="." index="4" instance=ExtResource( 6 )]
[node name="MoneyDisplay" type="Label" parent="." index="5"] [node name="MoneyDisplay" type="Label" parent="." index="5"]
@ -86,7 +84,7 @@ anchor_top = 0.0
anchor_right = 0.0 anchor_right = 0.0
anchor_bottom = 0.0 anchor_bottom = 0.0
margin_top = -1.0 margin_top = -1.0
margin_right = 337.0 margin_right = 205.0
margin_bottom = 295.0 margin_bottom = 295.0
rect_pivot_offset = Vector2( 0, 0 ) rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false rect_clip_content = false
@ -110,7 +108,7 @@ anchor_top = 0.0
anchor_right = 0.0 anchor_right = 0.0
anchor_bottom = 0.0 anchor_bottom = 0.0
margin_top = 294.0 margin_top = 294.0
margin_right = 337.0 margin_right = 190.0
margin_bottom = 600.0 margin_bottom = 600.0
rect_pivot_offset = Vector2( 0, 0 ) rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false rect_clip_content = false
@ -183,6 +181,8 @@ align = 1
[connection signal="shooting_speed_upgrade" from="Player" to="." method="_on_Player_shooting_speed_upgrade"] [connection signal="shooting_speed_upgrade" from="Player" to="." method="_on_Player_shooting_speed_upgrade"]
[connection signal="update_display" from="Player" to="." method="_on_Player_update_display"]
[connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"] [connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"]
[connection signal="button_down" from="UpButton" to="Player" method="upPressed"] [connection signal="button_down" from="UpButton" to="Player" method="upPressed"]

View File

@ -13,11 +13,12 @@ var timer = null
var bullet_delay = 0.1 var bullet_delay = 0.1
func _ready(): func _ready():
timer = Timer.new() pass
timer.set_one_shot(true) # timer = Timer.new()
timer.set_wait_time(bullet_delay) # timer.set_one_shot(true)
timer.connect("timeout", self, "on_timeout_complete") # timer.set_wait_time(bullet_delay)
add_child(timer) # timer.connect("timeout", self, "on_timeout_complete")
# add_child(timer)
func _process(delta): func _process(delta):
if health <= 0: if health <= 0:
@ -29,16 +30,16 @@ func _process(delta):
func _on_GunAimNode_area_entered(area): #func _on_GunAimNode_area_entered(area):
for i in range(20): # for i in range(20):
#var laser = Laser.instance() # #var laser = Laser.instance()
#get_node("../").add_child(laser) # #get_node("../").add_child(laser)
#laser.position.y = position.y - 27 # #laser.position.y = position.y - 27
#laser.position.x = position.x + 46 # #laser.position.x = position.x + 46
if double_laser == true: # if double_laser == true:
var laser2 = Laser.instance() # var laser2 = Laser.instance()
get_node("../").add_child(laser2) # get_node("../").add_child(laser2)
laser2.position.y = position.y + 28 # laser2.position.y = position.y + 28
laser2.position.x = position.x + 46 # laser2.position.x = position.x + 46
can_shoot = false # can_shoot = false
timer.start() # timer.start()

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=7 format=2] [gd_scene load_steps=6 format=2]
[ext_resource path="res://Mothership.gd" type="Script" id=1] [ext_resource path="res://Mothership.gd" type="Script" id=1]
[ext_resource path="res://Laser.tscn" type="PackedScene" id=2] [ext_resource path="res://Laser.tscn" type="PackedScene" id=2]
@ -19,12 +19,7 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[sub_resource type="RectangleShape2D" id=3] [node name="Mothership" type="Area2D"]
custom_solver_bias = 0.0
extents = Vector2( 135.733, 138.728 )
[node name="Mothership" type="Area2D" index="0"]
position = Vector2( 23.327, 304.835 ) position = Vector2( 23.327, 304.835 )
scale = Vector2( 0.3, 0.3 ) scale = Vector2( 0.3, 0.3 )
@ -49,21 +44,4 @@ shape = SubResource( 1 )
frames = SubResource( 2 ) frames = SubResource( 2 )
animation = "default" 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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@ -1,16 +1,22 @@
extends Area2D extends Area2D
signal refund signal update_display # tells parent to update points display
signal shooting_speed_upgrade signal refund # will tell parent a refund is occuring, for display
signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
signal ship_speed_upgrade
signal shooting_speed_fully_upgraded
signal ship_speed_fully_upgraded
export (PackedScene) var Laser export (PackedScene) var Laser
#Default ship strengths and costs #Default ship strengths and costs
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500 #To be replaced
const BULLET_DELAY_TIER1 = 0.8 const BULLET_DELAY_TIER1 = 0.8
const BULLET_DELAY_TIER2 = 0.5 const BULLET_DELAY_TIER2 = 0.5
const BULLET_DELAY_TIER3 = 0.2 const BULLET_DELAY_TIER3 = 0.2
const BULLET_DELAY_TIER4 = 0.1 const BULLET_DELAY_TIER4 = 0.1
const BULLET_DELAY_TIER5 = 0.05 const BULLET_DELAY_TIER5 = 0.05
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
const BULLET_DELAY_MINIMUM = 0.01
const BULLET_DELAY_TIER2_COST = 100 const BULLET_DELAY_TIER2_COST = 100
const BULLET_DELAY_TIER3_COST = 200 const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400 const BULLET_DELAY_TIER4_COST = 400
@ -21,6 +27,12 @@ const SHIP_SPEED_TIER2 = 200
const SHIP_SPEED_TIER3 = 300 const SHIP_SPEED_TIER3 = 300
const SHIP_SPEED_TIER4 = 500 const SHIP_SPEED_TIER4 = 500
const SHIP_SPEED_TIER5 = 800 const SHIP_SPEED_TIER5 = 800
const SHIP_SPEED_UPGRADE_DEFAULT = 1500
const SHIP_SPEED_MAXIMUM = 1200
const SHIP_SPEED_TIER2_COST = 200
const SHIP_SPEED_TIER3_COST = 400
const SHIP_SPEED_TIER4_COST = 600
const SHIP_SPEED_TIER5_COST = 800
var screensize var screensize
@ -32,41 +44,76 @@ var laser_penetration = 0
var double_laser = false var double_laser = false
var ship_value = 0 var ship_value = 0
var refund_percentage = 1 var refund_percentage = 0.9
var money = 100 var money = 100
var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
func upgradeMenu():
var upgmenu = preload("res://UpgradeMenu.tscn").instance()
add_child(upgmenu)
upgmenu.connect("refund", self, "_refund_button")
upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
get_tree().paused = true
func upgradeBulletDelay_button():
upgradeBulletDelay()
emit_signal("update_display")
get_tree().paused = true
func upgradeBulletDelay(): func upgradeBulletDelay():
if (can_shoot == true): if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST):
if (bullet_delay == 0.8 && money >= BULLET_DELAY_TIER2_COST):
bullet_delay = BULLET_DELAY_TIER2 bullet_delay = BULLET_DELAY_TIER2
money -= BULLET_DELAY_TIER2_COST money -= BULLET_DELAY_TIER2_COST
ship_value += BULLET_DELAY_TIER2_COST ship_value += BULLET_DELAY_TIER2_COST
elif (bullet_delay == 0.5 && money >= BULLET_DELAY_TIER3_COST): elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST):
bullet_delay = BULLET_DELAY_TIER3 bullet_delay = BULLET_DELAY_TIER3
money -= BULLET_DELAY_TIER3_COST money -= BULLET_DELAY_TIER3_COST
ship_value += BULLET_DELAY_TIER3_COST ship_value += BULLET_DELAY_TIER3_COST
elif (bullet_delay == 0.2 && money >= BULLET_DELAY_TIER4_COST): elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
bullet_delay = BULLET_DELAY_TIER4 bullet_delay = BULLET_DELAY_TIER4
money -= BULLET_DELAY_TIER4_COST money -= BULLET_DELAY_TIER4_COST
ship_value += BULLET_DELAY_TIER4_COST ship_value += BULLET_DELAY_TIER4_COST
elif (bullet_delay == 0.1 && money >= BULLET_DELAY_TIER5_COST): elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
bullet_delay = BULLET_DELAY_TIER5 bullet_delay = BULLET_DELAY_TIER5
money -= BULLET_DELAY_TIER5_COST money -= BULLET_DELAY_TIER5_COST
ship_value += BULLET_DELAY_TIER5_COST ship_value += BULLET_DELAY_TIER5_COST
elif (bullet_delay <= 0.01): elif (bullet_delay <= BULLET_DELAY_MINIMUM):
emit_signal("bullet_delay_fully_upgraded") emit_signal("bullet_delay_fully_upgraded")
elif (bullet_delay <= 0.05 && money >= shooting_speed_upgrade): elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
bullet_delay = bullet_delay*0.95 bullet_delay = bullet_delay*0.95
money -= shooting_speed_upgrade money -= shooting_speed_upgrade
ship_value += shooting_speed_upgrade ship_value += shooting_speed_upgrade
shooting_speed_upgrade *= 1.1 shooting_speed_upgrade *= 1.1
timer.set_wait_time(bullet_delay) timer.set_wait_time(bullet_delay)
prints(bullet_delay) prints(bullet_delay)
timer.start()
can_shoot = false func upgradeShipSpeed():
if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
ship_speed = SHIP_SPEED_TIER2
money -= SHIP_SPEED_TIER2_COST
ship_value += SHIP_SPEED_TIER2_COST
elif (ship_speed == SHIP_SPEED_TIER2 && money >= SHIP_SPEED_TIER3_COST):
ship_speed = SHIP_SPEED_TIER3
money -= SHIP_SPEED_TIER3_COST
ship_value += SHIP_SPEED_TIER3_COST
elif (ship_speed == SHIP_SPEED_TIER3 && money >= SHIP_SPEED_TIER4_COST):
ship_speed = SHIP_SPEED_TIER4
money -= SHIP_SPEED_TIER4_COST
ship_value += SHIP_SPEED_TIER4_COST
elif (ship_speed == SHIP_SPEED_TIER4 && money >= SHIP_SPEED_TIER5_COST):
ship_speed = SHIP_SPEED_TIER5
money -= SHIP_SPEED_TIER5_COST
ship_value += SHIP_SPEED_TIER5_COST
elif (ship_speed >= SHIP_SPEED_MAXIMUM):
emit_signal("ship_speed_fully_upgraded")
elif (ship_speed >= SHIP_SPEED_TIER5 && money >= ship_speed_upgrade):
ship_speed = ship_speed*1.05
money -= ship_speed_upgrade
ship_value += ship_speed_upgrade
ship_speed_upgrade *= 1.1
prints(ship_speed)
func _ready(): func _ready():
timer = Timer.new() timer = Timer.new()
@ -81,13 +128,16 @@ func _ready():
screensize = get_viewport_rect().size screensize = get_viewport_rect().size
$AnimatedSprite.play() $AnimatedSprite.play()
func refund(): func _refund_button():
bullet_delay = BULLET_DELAY_TIER1 bullet_delay = BULLET_DELAY_TIER1
timer.set_wait_time(bullet_delay)
ship_speed = SHIP_SPEED_TIER1 ship_speed = SHIP_SPEED_TIER1
shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
money += ship_value*refund_percentage money += ship_value*refund_percentage
emit_signal("refund", ship_value*refund_percentage) prints("Refunded ", ship_value*refund_percentage)
ship_value = 0 ship_value = 0
emit_signal("update_display")
get_tree().paused = true
var timer = null var timer = null
@ -99,6 +149,11 @@ var shoot_down = false
func on_timeout_complete(): func on_timeout_complete():
can_shoot = true can_shoot = true
#func _unhandled_input(event):
# if (event is InputEventScreenTouch):
# gravity_point = true
# gravity_vec = Vector2(0.5, 0.5)
func _process(delta): func _process(delta):
var velocity = Vector2() # the player's movement vector var velocity = Vector2() # the player's movement vector
if (Input.is_action_pressed("ui_right")): if (Input.is_action_pressed("ui_right")):
@ -120,6 +175,9 @@ func _process(delta):
shoot() shoot()
if (Input.is_action_pressed("ui_select") && can_shoot == true): if (Input.is_action_pressed("ui_select") && can_shoot == true):
upgradeBulletDelay() upgradeBulletDelay()
if (Input.is_action_pressed("ui_reset") && can_shoot == true):
#upgradeShipSpeed()
upgradeMenu()
func _on_Player_body_entered(body): func _on_Player_body_entered(body):
prints("hit") prints("hit")

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@ -23,8 +23,9 @@ height = 76.5834
[node name="Player" type="Area2D" index="0"] [node name="Player" type="Area2D" index="0"]
input_pickable = true input_pickable = true
gravity_vec = Vector2( 0, 1 ) gravity_point = true
gravity = 98.0 gravity_vec = Vector2( 10, 10 )
gravity = 1000.0
linear_damp = 0.1 linear_damp = 0.1
angular_damp = 1.0 angular_damp = 1.0
audio_bus_override = false audio_bus_override = false

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@ -6,18 +6,14 @@ signal bullet_delay_upgrade
signal add_laser signal add_laser
signal plasma_lasers signal plasma_lasers
# class member variables go here, for example: var shooting_speed_tier
# var a = 2 var ship_speed_tier
# var b = "textvar" var double_lasers
func _ready(): func _ready():
# Called every time the node is added to the scene.
# Initialization here
pass pass
#func _process(delta): #func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass # pass
@ -29,4 +25,14 @@ func _on_Button_pressed():
func _on_Refund_pressed(): func _on_Refund_pressed():
get_tree().paused = false get_tree().paused = false
emit_signal("refund") emit_signal("refund")
$ShootingSpeedIcon.frame = 0
pass # replace with function body 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

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@ -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://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="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"] [node name="UpgradeMenu" type="Node"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ] _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_left = 0.0
anchor_top = 0.0 anchor_top = 0.0
@ -36,9 +63,8 @@ group = null
text = "Resume" text = "Resume"
flat = false flat = false
align = 1 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_left = 0.0
anchor_top = 0.0 anchor_top = 0.0
@ -63,8 +89,43 @@ text = "Refund"
flat = false flat = false
align = 1 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="Resume" to="." method="_on_Button_pressed"]
[connection signal="pressed" from="Refund" to="." method="_on_Refund_pressed"] [connection signal="pressed" from="Refund" to="." method="_on_Refund_pressed"]
[connection signal="pressed" from="ShootingSpeedUpgrade" to="." method="_on_ShootingSpeedUpgrade_pressed"]

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43
project.godot Normal file
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@ -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"