Begin better project structuring. Add settings page framework and donation links

This commit is contained in:
Sage Vaillancourt 2018-11-12 23:17:53 -05:00
parent a59e743777
commit f6c59a838e
111 changed files with 3367 additions and 534 deletions

12
BG.gd
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@ -12,3 +12,15 @@ func _process(delta):
$bg1.position.x = 1600 $bg1.position.x = 1600
if $bg2.position.x < -550: if $bg2.position.x < -550:
$bg2.position.x = 1600 $bg2.position.x = 1600
if $Sun.visible == true:
if $Sun.position.x < -2500:
$Sun.visible = false
$Sun.position.x = 1250
$Sun.position.x -= delta*2.5
if $Orange.visible == true:
if $Orange.position.x < -5000:
$Orange.visible = false
$Orange.position.x = 1600
$Orange.position.x -= delta*1.5

152
BG.tscn Normal file
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@ -0,0 +1,152 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://BG.gd" type="Script" id=1]
[ext_resource path="res://art/backgrounds/SunBG.png" type="Texture" id=2]
[ext_resource path="res://art/bg.png" type="Texture" id=3]
[ext_resource path="res://art/backgrounds/orange.png" type="Texture" id=4]
[node name="BG" type="Node2D"]
z_index = -1
script = ExtResource( 1 )
_sections_unfolded = [ "Z Index" ]
[node name="CanvasModulate" type="CanvasModulate" parent="." index="0"]
visible = false
color = Color( 0, 0, 0, 1 )
[node name="BlackBG" type="ColorRect" parent="." index="1"]
light_mask = 0
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 1035.0
margin_bottom = 602.0
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 = [ "Anchor", "Focus", "Grow Direction", "Hint", "Margin", "Material", "Mouse", "Pause", "Rect", "Size Flags", "Theme", "Visibility" ]
[node name="Sun" type="Sprite" parent="." index="2"]
visible = false
position = Vector2( 1250, 154.764 )
z_index = 1
texture = ExtResource( 2 )
_sections_unfolded = [ "Transform", "Z Index" ]
[node name="bg1" type="Sprite" parent="." index="3"]
editor/display_folded = true
light_mask = 2
position = Vector2( 577.646, 365.663 )
scale = Vector2( 0.694364, 0.694364 )
texture = ExtResource( 3 )
_sections_unfolded = [ "Transform", "Visibility", "Z Index" ]
[node name="Light2D" type="Light2D" parent="bg1" index="0"]
visible = false
enabled = true
editor_only = false
texture = ExtResource( 3 )
offset = Vector2( 0, 0 )
texture_scale = 1.0
color = Color( 1, 1, 1, 1 )
energy = 2.5
mode = 0
range_height = 0.0
range_z_min = -1024
range_z_max = 1024
range_layer_min = 0
range_layer_max = 0
range_item_cull_mask = 2
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 0 )
shadow_buffer_size = 2048
shadow_gradient_length = 0.0
shadow_filter = 0
shadow_filter_smooth = 0.0
shadow_item_cull_mask = 2
_sections_unfolded = [ "Range", "Shadow" ]
[node name="bg2" type="Sprite" parent="." index="4"]
editor/display_folded = true
light_mask = 2
position = Vector2( 1823.66, 361.868 )
scale = Vector2( 0.6985, 0.6985 )
texture = ExtResource( 3 )
_sections_unfolded = [ "Transform", "Visibility", "Z Index" ]
[node name="Light2D" type="Light2D" parent="bg2" index="0"]
visible = false
enabled = true
editor_only = false
texture = ExtResource( 3 )
offset = Vector2( 0, 0 )
texture_scale = 1.0
color = Color( 1, 1, 1, 1 )
energy = 2.5
mode = 0
range_height = 0.0
range_z_min = -1024
range_z_max = 1024
range_layer_min = 0
range_layer_max = 0
range_item_cull_mask = 2
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 0 )
shadow_buffer_size = 2048
shadow_gradient_length = 0.0
shadow_filter = 0
shadow_filter_smooth = 0.0
shadow_item_cull_mask = 2
_sections_unfolded = [ "Range", "Shadow" ]
[node name="Orange" type="Sprite" parent="." index="5"]
visible = false
light_mask = 0
position = Vector2( 1617.48, 325.617 )
scale = Vector2( 0.694364, 0.694364 )
texture = ExtResource( 4 )
_sections_unfolded = [ "Material", "Transform", "Visibility", "Z Index" ]
__meta__ = {
"_edit_group_": true
}
[node name="Light2D" type="Light2D" parent="Orange" index="0"]
enabled = true
editor_only = false
texture = ExtResource( 4 )
offset = Vector2( 0, 0 )
texture_scale = 1.0
color = Color( 1, 1, 1, 1 )
energy = 1.0
mode = 3
range_height = 0.0
range_z_min = -1024
range_z_max = 1024
range_layer_min = 0
range_layer_max = 0
range_item_cull_mask = 1
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 0 )
shadow_buffer_size = 2048
shadow_gradient_length = 0.0
shadow_filter = 0
shadow_filter_smooth = 0.0
shadow_item_cull_mask = 1
_sections_unfolded = [ "Transform", "Z Index" ]

4
Bad.gd
View File

@ -56,4 +56,8 @@ func _process(delta):
if velocity.length() > 0: if velocity.length() > 0:
velocity = velocity.normalized() * speed velocity = velocity.normalized() * speed
if position.x < -100:
emit_signal("dead", 0)
queue_free()
position += velocity * delta position += velocity * delta

View File

@ -1,6 +1,8 @@
[gd_scene format=2] [gd_scene format=2]
[node name="BadClass" type="Area2D" index="0"] [node name="BadClass" type="Area2D" groups=[
"enemies",
]]
input_pickable = true input_pickable = true
gravity_vec = Vector2( 0, 1 ) gravity_vec = Vector2( 0, 1 )
@ -11,7 +13,7 @@ collision_layer = 2
collision_mask = 0 collision_mask = 0
audio_bus_override = false audio_bus_override = false
audio_bus_name = "Master" audio_bus_name = "Master"
_sections_unfolded = [ "Collision" ] _sections_unfolded = [ "Audio Bus", "Collision", "Material", "Pause", "Pickable", "Transform", "Visibility", "Z Index" ]
[node name="CollisionBox" type="CollisionShape2D" parent="." index="0"] [node name="CollisionBox" type="CollisionShape2D" parent="." index="0"]

10
Bad1.gd
View File

@ -29,10 +29,6 @@ var boss = false
var health = 50 var health = 50
var hit_timer = 1000 var hit_timer = 1000
func _on_Visibility_screen_exited():
prints("bye-bye, bad bad")
queue_free()
func _ready(): func _ready():
connect("area_entered", self, "hit") connect("area_entered", self, "hit")
pass pass
@ -46,7 +42,7 @@ func hit(who):
$Line2D.set_point_position( 1, health_bar ) $Line2D.set_point_position( 1, health_bar )
if health <= 0: if health <= 0:
emit_signal("dead", 15) emit_signal("dead", 10) # was 12 # was 15
queue_free() queue_free()
var velocity = Vector2() var velocity = Vector2()
@ -66,3 +62,7 @@ func _process(delta):
velocity = velocity.normalized() * SPEED velocity = velocity.normalized() * SPEED
position += velocity * delta position += velocity * delta
if position.x < -100:
emit_signal("dead", 0)
queue_free()

View File

@ -19,7 +19,9 @@ animations = [ {
custom_solver_bias = 0.0 custom_solver_bias = 0.0
radius = 171.26 radius = 171.26
[node name="Bad1" type="Area2D"] [node name="Bad1" type="Area2D" groups=[
"enemies",
]]
position = Vector2( 947.34, 293.528 ) position = Vector2( 947.34, 293.528 )
scale = Vector2( 0.15, 0.15 ) scale = Vector2( 0.15, 0.15 )

View File

@ -29,6 +29,7 @@ var hit_timer = 1000
var can_shoot = true var can_shoot = true
var health_multi = 1 var health_multi = 1
var boss = false var boss = false
var independent = true
func _on_Visibility_screen_exited(): func _on_Visibility_screen_exited():
prints("bye-bye, bad bad") prints("bye-bye, bad bad")
queue_free() queue_free()
@ -49,6 +50,9 @@ func _process(delta):
if health <= 0: if health <= 0:
emit_signal("dead", 100) emit_signal("dead", 100)
queue_free() queue_free()
if position.x < -100:
emit_signal("dead", 0)
queue_free()
$Rotatable.rotation_degrees += delta*fire_speed $Rotatable.rotation_degrees += delta*fire_speed
@ -99,7 +103,9 @@ func _process(delta):
var health_bar = Vector2(((health * 3.75) - 750), -1100) var health_bar = Vector2(((health * 3.75) - 750), -1100)
$Line2D.set_point_position( 1, health_bar ) $Line2D.set_point_position( 1, health_bar )
position += velocity * delta if independent == true:
print(independent)
position += velocity * delta
func shoot(): func shoot():
var laser = Laser.instance() var laser = Laser.instance()

View File

@ -1,14 +1,15 @@
[gd_scene load_steps=8 format=2] [gd_scene load_steps=9 format=2]
[ext_resource path="res://BadLaser.gd" type="Script" id=1] [ext_resource path="res://BadLaser.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]
[ext_resource path="res://art/bad/laser/bad_laser_stationary.png" type="Texture" id=3] [ext_resource path="res://art/bad/laser/bad_laser_bg.png" type="Texture" id=3]
[ext_resource path="res://art/bad/laser/bad_laser_rotatable.png" type="Texture" id=4] [ext_resource path="res://art/bad/laser/bad_laser_stationary.png" type="Texture" id=4]
[ext_resource path="res://art/bad/laser/bad_laser_rotatable.png" type="Texture" id=5]
[sub_resource type="SpriteFrames" id=1] [sub_resource type="SpriteFrames" id=1]
animations = [ { animations = [ {
"frames": [ ExtResource( 3 ) ], "frames": [ ExtResource( 4 ) ],
"loop": true, "loop": true,
"name": "New Anim", "name": "New Anim",
"speed": 5.0 "speed": 5.0
@ -17,7 +18,7 @@ animations = [ {
[sub_resource type="SpriteFrames" id=2] [sub_resource type="SpriteFrames" id=2]
animations = [ { animations = [ {
"frames": [ ExtResource( 4 ) ], "frames": [ ExtResource( 5 ) ],
"loop": true, "loop": true,
"name": "default", "name": "default",
"speed": 5.0 "speed": 5.0
@ -28,7 +29,9 @@ animations = [ {
custom_solver_bias = 0.0 custom_solver_bias = 0.0
radius = 867.264 radius = 867.264
[node name="BadLaser" type="Area2D"] [node name="BadLaser" type="Area2D" groups=[
"enemies",
]]
position = Vector2( 947.34, 293.528 ) position = Vector2( 947.34, 293.528 )
scale = Vector2( 0.07, 0.07 ) scale = Vector2( 0.07, 0.07 )
@ -39,7 +42,7 @@ gravity = 98.0
linear_damp = 0.1 linear_damp = 0.1
angular_damp = 1.0 angular_damp = 1.0
collision_layer = 4 collision_layer = 4
collision_mask = 4 collision_mask = 0
audio_bus_override = false audio_bus_override = false
audio_bus_name = "Master" audio_bus_name = "Master"
script = ExtResource( 1 ) script = ExtResource( 1 )
@ -54,23 +57,30 @@ wait_time = 1.0
one_shot = false one_shot = false
autostart = false autostart = false
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"] [node name="BG" type="Sprite" parent="." index="1"]
position = Vector2( 3.5857, 9.035 )
scale = Vector2( 1.0195, 1.0195 )
texture = ExtResource( 3 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="2"]
frames = SubResource( 1 ) frames = SubResource( 1 )
animation = "New Anim" animation = "New Anim"
_sections_unfolded = [ "Transform" ]
[node name="Rotatable" type="AnimatedSprite" parent="." index="2"] [node name="Rotatable" type="AnimatedSprite" parent="." index="3"]
frames = SubResource( 2 ) frames = SubResource( 2 )
animation = "default" animation = "default"
_sections_unfolded = [ "Transform" ] _sections_unfolded = [ "Transform" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="3"] [node name="CollisionShape2D" type="CollisionShape2D" parent="." index="4"]
position = Vector2( 0, -14.2857 ) position = Vector2( 0, -14.2857 )
shape = SubResource( 3 ) shape = SubResource( 3 )
[node name="Line2D" type="Line2D" parent="." index="4"] [node name="Line2D" type="Line2D" parent="." index="5"]
position = Vector2( 9.15527e-05, 33.3334 ) position = Vector2( 9.15527e-05, 33.3334 )
points = PoolVector2Array( -750, -1100, 143, -1100 ) points = PoolVector2Array( -750, -1100, 143, -1100 )

View File

@ -1,48 +1,62 @@
extends "res://Bad.gd" extends "res://Bad.gd"
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var rot_speed = 1 var rot_speed = 1
var dying = false
var splitting = false
signal flash signal flash
func _ready(): func _ready():
starting_health = 20000 starting_health = 5000
health = starting_health health = starting_health
speed = 10 speed = 10
kill_reward = 1000 kill_reward = 1000
boss = true boss = true
var splitting = false
func _process(delta): func _process(delta):
rotation += delta*rot_speed rotation += delta*rot_speed
if rotation > 2*PI: if rotation > 2*PI:
rotation = 0 rotation = 0
if health < starting_health*0.88: if dying == true:
$MainSprite.frame = 1
if health < starting_health*0.76:
$MainSprite.frame = 2
if health < starting_health*0.64:
$MainSprite.frame = 3
if health < starting_health*0.52:
$MainSprite.frame = 4
if health < starting_health*0.40:
$MainSprite.frame = 5
if health < starting_health*0.28:
$MainSprite.frame = 6
if health < starting_health*0.16:
$CollisionBox.disabled = true
$TopHalf.visible = true $TopHalf.visible = true
$BotHalf.visible = true $BotHalf.visible = true
$MainSprite.visible = false $MainSprite.visible = false
if rotation_degrees > 45 && rotation_degrees < 70: if rotation_degrees > 45 && rotation_degrees < 70:
if rot_speed != 0:
emit_signal("flash")
splitting = true splitting = true
health = 999999
elif health < starting_health*0.16:
dying = true
#$CollisionBox.disabled = true
elif health < starting_health*0.28:
if $MainSprite.frame != 6:
emit_signal("flash")
$MainSprite.frame = 6
elif health < starting_health*0.40:
if $MainSprite.frame != 5:
emit_signal("flash")
$MainSprite.frame = 5
elif health < starting_health*0.52:
if $MainSprite.frame != 4:
emit_signal("flash")
$MainSprite.frame = 4
elif health < starting_health*0.64:
if $MainSprite.frame != 3:
emit_signal("flash")
$MainSprite.frame = 3
elif health < starting_health*0.76:
if $MainSprite.frame != 2:
emit_signal("flash")
$MainSprite.frame = 2
elif health < starting_health*0.88:
if $MainSprite.frame != 1:
emit_signal("flash")
$MainSprite.frame = 1
if splitting: if splitting:
$CollisionBox.disabled = true
rot_speed = 0 rot_speed = 0
$TopHalf.position.y -= delta*500 $TopHalf.position.y -= delta*500
$TopHalf.position.x -= delta*250 $TopHalf.position.x -= delta*250

View File

@ -49,8 +49,9 @@ animations = [ {
position = Vector2( 1302.7, 306.846 ) position = Vector2( 1302.7, 306.846 )
scale = Vector2( 0.3, 0.3 ) scale = Vector2( 0.3, 0.3 )
z_index = -1
z_as_relative = false
script = ExtResource( 2 ) script = ExtResource( 2 )
_sections_unfolded = [ "Collision", "Transform" ]
[node name="CollisionBox" parent="." index="0"] [node name="CollisionBox" parent="." index="0"]

View File

@ -44,7 +44,10 @@ var velocity = Vector2()
func _process(delta): func _process(delta):
if health <= 0: if health <= 0:
emit_signal("dead", 50) emit_signal("dead", 25) # was 40 # was 50
queue_free()
if position.x < -100:
emit_signal("dead", 0)
queue_free() queue_free()
if hit_timer < 0.15: if hit_timer < 0.15:
@ -59,7 +62,7 @@ func _process(delta):
if velocity.length() > 0: if velocity.length() > 0:
velocity = velocity.normalized() * SPEED velocity = velocity.normalized() * SPEED
# var health_bar = Vector2(((health * 3) - 157), -273) var health_bar = Vector2(((health * 2.5) - 157), -225)
# $Line2D.set_point_position( 1, health_bar ) $Line2D.set_point_position( 1, health_bar )
position += velocity * delta position += velocity * delta

View File

@ -18,7 +18,9 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[node name="BadBlob" type="Area2D"] [node name="BadBlob" type="Area2D" groups=[
"enemies",
]]
scale = Vector2( 0.25, 0.25 ) scale = Vector2( 0.25, 0.25 )
z_index = -1 z_index = -1
@ -48,8 +50,8 @@ animation = "default"
[node name="Line2D" type="Line2D" parent="." index="2"] [node name="Line2D" type="Line2D" parent="." index="2"]
position = Vector2( 112, 65.3334 ) position = Vector2( 112, 65.3334 )
points = PoolVector2Array( -157, -273, 143, -273 ) points = PoolVector2Array( -157, -225, 143, -225 )
width = 12.0 width = 8.0
default_color = Color( 0, 1, 0.0390625, 1 ) default_color = Color( 0, 1, 0.0390625, 1 )
texture_mode = 31 texture_mode = 31
joint_mode = 2 joint_mode = 2

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Image Sources/SunBG.xcf Normal file

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Image Sources/bad1_base.png Normal file

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@ -22,6 +22,7 @@ extends Area2D
signal hit signal hit
const DEFAULT_DAMAGE = 10 const DEFAULT_DAMAGE = 10
const DEFAULT_FALLOFF = 1.2
export (int) var SPEED export (int) var SPEED
export (int) var DAMAGE export (int) var DAMAGE
@ -30,6 +31,7 @@ var current_pen = 0
var friendly_laser = true var friendly_laser = true
var damage = DEFAULT_DAMAGE var damage = DEFAULT_DAMAGE
var boss = false var boss = false
var falloff = DEFAULT_FALLOFF
func _ready(): func _ready():
$AnimatedSprite.play() $AnimatedSprite.play()
@ -41,6 +43,8 @@ func hit(who):
pass pass
elif current_pen > 0: elif current_pen > 0:
current_pen -= 1 current_pen -= 1
modulate=Color("ca4747")
damage = damage/falloff
else: else:
hide() hide()
queue_free() queue_free()

View File

@ -19,8 +19,9 @@ animations = [ {
"speed": 20.0 "speed": 20.0
} ] } ]
[node name="Laser" type="Area2D"] [node name="Laser" type="Area2D" index="0"]
z_as_relative = false
input_pickable = true input_pickable = true
gravity_vec = Vector2( 0, 1 ) gravity_vec = Vector2( 0, 1 )
gravity = 98.0 gravity = 98.0
@ -31,7 +32,7 @@ collision_mask = 7
audio_bus_override = false audio_bus_override = false
audio_bus_name = "Master" audio_bus_name = "Master"
script = ExtResource( 1 ) script = ExtResource( 1 )
_sections_unfolded = [ "Collision", "Z Index" ] _sections_unfolded = [ "Collision", "Visibility", "Z Index" ]
SPEED = 1200 SPEED = 1200
DAMAGE = 10 DAMAGE = 10

353
Main.gd
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@ -39,34 +39,101 @@ var player_info
var touchy_shooty = false var touchy_shooty = false
var my_info = { name = "sagethesagesage", color = "FFFFFF" } var my_info = { name = "sagethesagesage", color = "FFFFFF" }
var mainmenu var mainmenu
var current_round = 1
var spawning_done = false
var not_loading = false var not_loading = false
const BADDIE_WAIT_TIME_DEFAULT = 4
func _ready(): func _ready():
# Prepare black rectangle for fading in # Prepare black rectangle for fading in
$ColorRect.visible = true $ColorRect.visible = true
randomize()
if OS.has_touchscreen_ui_hint(): if OS.has_touchscreen_ui_hint():
$HowTo.visible = true $HowTos/HowTo.visible = true
else: else:
$HowToDesktop.visible = true $HowTos/HowToDesktop.visible = true
# Launch the main menu on boot and pause the game # Launch the main menu on boot and pause the game
mainmenu = preload("res://MainMenu.tscn").instance() mainmenu = preload("res://MainMenu.tscn").instance()
add_child(mainmenu) add_child(mainmenu)
mainmenu.connect("multiplayer_menu", self, "_open_multiplayer_menu") mainmenu.connect("multiplayer_menu", self, "_open_multiplayer_menu")
mainmenu.connect("start_game", self, "rounds")
get_tree().paused = true get_tree().paused = true
# Prepare timer for spawning enemies
$BaddieTimer.wait_time = BADDIE_WAIT_TIME_DEFAULT
$BaddieTimer.start()
# Seed randi for randomizing enemy spawn locations # Seed randi for randomizing enemy spawn locations
randomize() randomize()
updatePoints()
const DEFAULT_SPAWN_SPEED = 5
func rounds(round_number):
$BG.visible = true
##### WEAKER, LESS VALUABLE ENEMIES, AT HIGHER VOLUME, MAY BE MORE ENGAGING
# 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)
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", 1)
#else:
# bossMode(1)
rpc("set_wave_name", "Wave 2: Any colour you like")
3:
roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,8,2,0,0)
rpc("set_wave_name", "Wave 3: Money")
4:
roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.75,12,3,1,0)
rpc("set_wave_name", "Wave 4: YOU CAN BLOCK ENEMY LASERS WITH YOUR SHIP")
5:
roundOfEnemies(.6,DEFAULT_SPAWN_SPEED*.5,15,3,0,0)
rpc("set_wave_name", "Wave 5: One of These Days")
6:
roundOfEnemies(.7,DEFAULT_SPAWN_SPEED*.5,18,6,1,0)
rpc("set_wave_name", "Wave 6: Seamus")
7:
roundOfEnemies(.8,DEFAULT_SPAWN_SPEED*.5,21,7,1,0)
rpc("set_wave_name", "Wave 7: ")
8:
roundOfEnemies(.8,DEFAULT_SPAWN_SPEED*.75/(8/4),20,6,0,floor(8/8))
rpc("set_wave_name", "Wave 8: Free Four")
9:
roundOfEnemies(.9, DEFAULT_SPAWN_SPEED*(0.5), 9*3, 9, floor(9/4), floor(9/8))
rpc("set_wave_name", str("Wave 9"))
10:
rpc("set_wave_name", "Wave 10: What do you want from me?")
if get_tree().is_network_server() == true:
rpc("bossMode", 0)
else:
bossMode(0)
11:
roundOfEnemies(1,DEFAULT_SPAWN_SPEED*.75/(11/4),11*3,11,floor(11/4),floor(11/8))
$WaveLabel.text = str("Wave ", 11)
$BG/Sun.visible = true
15:
rpc("set_wave_name", "Wave 15: Eclipse")
if get_tree().is_network_server() == true:
rpc("bossMode", 1)
else:
bossMode(1)
20:
roundOfEnemies((1+(20-11)/10), (DEFAULT_SPAWN_SPEED*(0.5)), 20*3, 20, floor(20/4), floor(20/8))
$BG/Orange.visible = true
var roundNo:
############### health ##### spawn speed #################### bad1s#### blobs # lasers ######### prisons ######
roundOfEnemies((1+(roundNo-11)/10), (DEFAULT_SPAWN_SPEED*(0.5)), roundNo*3, roundNo, floor(roundNo/4), floor(roundNo/8))
rpc("set_wave_name", str("Wave ", roundNo))
### Wave names ###
### on rectangle's return: The Hero's Return
### on Black boss appearance: Eclipse
sync func set_wave_name(name):
$WaveLabel.text = str(name)
# Open the multiplayer section of the menu and pause the game # Open the multiplayer section of the menu and pause the game
func _open_multiplayer_menu(): func _open_multiplayer_menu():
@ -95,15 +162,13 @@ func _process(delta):
if Input.is_action_pressed("ui_accept"): if Input.is_action_pressed("ui_accept"):
_on_HideHowTo_pressed() _on_HideHowTo_pressed()
# Constantly update point display
updatePoints()
# If you're in multiplayer, # If you're in multiplayer,
if get_tree().has_network_peer(): if get_tree().has_network_peer():
# and not the host # and not the host
if !get_tree().is_network_server(): if !get_tree().is_network_server():
# Stop spawning bads # Stop spawning bads
$BaddieTimer.stop() #$BaddieTimer.stop()
pass
if (touchy_feely && (abs(touchy_feely.position.x - $Player.position.x) > 1)): if (touchy_feely && (abs(touchy_feely.position.x - $Player.position.x) > 1)):
if (touchy_feely.position.x < 800): if (touchy_feely.position.x < 800):
@ -119,11 +184,12 @@ func _process(delta):
if rectangle_opacity <= 0: if rectangle_opacity <= 0:
booting = false booting = false
$ColorRect.visible = false $ColorRect.visible = false
$Music.playing = true
# Flash the screen white # Flash the screen white
if screen_flashing == true: if screen_flashing == true:
$ColorRect.color = Color(1, 1, 1, rectangle_opacity) $ColorRect.color = Color(1, 1, 1, rectangle_opacity)
rectangle_opacity -= delta/4 rectangle_opacity -= delta/3
if rectangle_opacity <= 0: if rectangle_opacity <= 0:
screen_flashing = false screen_flashing = false
$ColorRect.visible = false $ColorRect.visible = false
@ -132,66 +198,94 @@ func _process(delta):
func _on_bad_death(kill_money): func _on_bad_death(kill_money):
# Give players appropriate money # Give players appropriate money
$Player.money += kill_money $Player.money += kill_money
updatePoints()
print(current_round)
if get_tree().is_network_server() || not get_tree().has_network_peer():
if get_tree().get_nodes_in_group("enemies").size() == 1 && spawning_done == true:
rpc("openPlayerMenu")
current_round +=1
sync func openPlayerMenu():
$Player.upgradeMenu()
func startNextRound():
if get_tree().is_network_server() || not get_tree().has_network_peer():
rounds(current_round)
func roundOfEnemies(bad_health_multi, spawn_time, bad1s, badblobs, badlasers, badprisons):
spawning_done = false
# each enemy type comes in as an integer
# randomly dole out enemies until each is at 0
yield(get_tree().create_timer(1), "timeout")
var enemiesToBeSpawned = bad1s+badblobs+badlasers+badprisons
if enemiesToBeSpawned == 0:
return false
var bad_type
var badposition = Vector2()
while enemiesToBeSpawned > 0:
var nextEnemy = randi()%5
if (nextEnemy == 0 || nextEnemy == 4) && bad1s > 0 && get_tree().paused == false:
bad_type = 0
bad1s -= 1
yield(get_tree().create_timer(spawn_time), "timeout")
elif (nextEnemy == 1) && badblobs > 0 && get_tree().paused == false:
bad_type = 1
badblobs -= 1
yield(get_tree().create_timer(spawn_time), "timeout")
elif (nextEnemy == 2) && badlasers > 0 && get_tree().paused == false:
bad_type = 2
badlasers -= 1
yield(get_tree().create_timer(spawn_time), "timeout")
elif (nextEnemy == 3) && badprisons > 0 && get_tree().paused == false:
bad_type = 3
badprisons -= 1
yield(get_tree().create_timer(spawn_time), "timeout")
else: bad_type = 50000
enemiesToBeSpawned = bad1s+badblobs+badlasers+badprisons
if get_tree().paused == true:
yield(get_tree().create_timer(1), "timeout")
if bad_type < 50000:
badposition.x = 1100
badposition.y = (randi()%410) + 50
rpc("spawnBad", bad_type, badposition, bad_health_multi)
spawning_done = true
#$Player.upgradeMenu()
func upgradeTurret(position):
print("upgradeTurret()")
rpc("remoteUpgradeTurret", position)
####################
# UPGRADE A TURRET #
remote func remoteUpgradeTurret(position):
for child in get_children():
if "turret" in child.get_name():
print("turret")
if child.position == position:
child.upgradeTurret()
#child.damage = damage
#child.get_node("Range").scale = t_range
#child.get_node("ReloadTimer").wait_time = reload_time
print(child.damage, child.get_node("Range").scale, child.get_node("ReloadTimer").wait_time)
break
# UPGRADE A TURRET #
####################
######################### #########################
# ENEMY SPAWNING SCRIPT # # ENEMY SPAWNING SCRIPT #
######################### #########################
var a_round_of_bads = 50
var sendblob = 1
var bad_health_multi = 1.5 var bad_health_multi = 1.5
var total_bads_spawned = 0
func BaddieTimer():
#if total_bads_spawned%6 == 0: # 75 default
# if get_tree().is_network_server():
# total_bads_spawned += 1
# rpc("bossMode")
# else:
# total_bads_spawned += 1
# bossMode()
#
if bads_this_round <= a_round_of_bads && bad_spawning_enabled:
var bad_type
var badposition = Vector2()
if sendblob%6 == 0: sync func spawnBad(bad_type, badposition, health_multi):
if get_tree().is_network_server():
total_bads_spawned += 1
sendblob += 1
rpc("bossMode")
else:
total_bads_spawned += 1
sendblob += 1
bossMode()
else:
if sendblob%50 == 0:
bad_type = 3
sendblob += 1
elif sendblob%20 == 0:
bad_type = 2
sendblob += 1
elif sendblob%5 == 0:
bad_type = 1
sendblob += 1
else:
bad_type = 0
sendblob += 1
bads_this_round += 1
if $BaddieTimer.wait_time > 1:
$BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.99
if bads_this_round == a_round_of_bads:
bad_health_multi *= 1.5
badposition.x = 1200
badposition.y = (randi()%410) + 50
if get_tree().is_network_server():
rpc("spawnBad", bad_type, badposition, bad_health_multi)
else:
spawnBad(bad_type, badposition, bad_health_multi)
else:
bads_this_round = 0
sync func spawnBad(bad_type, position, health_multi):
var bad var bad
if bad_type == 0: if bad_type == 0:
bad = FirstBad.instance() bad = FirstBad.instance()
@ -205,43 +299,52 @@ sync func spawnBad(bad_type, position, health_multi):
# Increase BG speed with each enemy spawned # Increase BG speed with each enemy spawned
$BG.fly_speed *= 1.01 $BG.fly_speed *= 1.01
# Add one to total of enemies spawned
total_bads_spawned += 1
add_child(bad) add_child(bad)
bad.connect("dead", self, "_on_bad_death") bad.connect("dead", self, "_on_bad_death")
if bad_type == 3: if bad_type == 3:
bad.connect("health_up", self, "_on_health_up") bad.connect("health_up", self, "_on_health_up")
bad.health_multi = health_multi bad.health_multi = health_multi
bad.position = position bad.position = badposition
func _on_health_up(hp_increase): func _on_health_up(hp_increase):
$Mothership.health += hp_increase $Mothership.health += hp_increase
$Mothership._update_health_bar() $Mothership._update_health_bar()
func _on_PauseButton_pressed(): func _on_PauseButton_pressed():
$Player.upgradeMenu() $Player.pauseMenu()
$ColorRect.visible = false
func updatePoints(): func updatePoints():
$MoneyDisplay.text = str($Player.money, " points") $MoneyDisplay.text = str("$", $Player.money)
#$MoneyDisplay.text = str($Player.money, " points")
func _on_Player_update_display():
updatePoints()
func _on_Mothership_game_over(): func _on_Mothership_game_over():
$ShootButton.visible = false for child in self.get_children():
print(child, child.name)
if ("Bad" in child.name):
child.queue_free()
elif (child.has_method("bossHealth")):
child.queue_free()
$Player.gameOver() $Player.gameOver()
func _on_Player_restart_game(): func _on_Player_restart_game():
print("_on_Player_restart_game()")
"""
for child in self.get_children(): for child in self.get_children():
if (child.has_method("_on_Visibility_screen_exited")): print(child, child.name)
if ("Bad" in child.name):
child.queue_free() child.queue_free()
if (child.has_method("bossHealth")): elif (child.has_method("bossHealth")):
child.queue_free() child.queue_free()"""
bads_this_round = 0 current_round = 1
total_bads_spawned = 0 spawning_done = true
$BaddieTimer.wait_time = BADDIE_WAIT_TIME_DEFAULT updatePoints()
$ShootButton.visible = true if get_tree().is_network_server() || not get_tree().has_network_peer():
rpc("hideGameOver")
rpc("openPlayerMenu")
remote func hideGameOver():
$Player.restart_game()
var touchy_feely var touchy_feely
@ -249,10 +352,9 @@ var touchscreen_on = false
func _input(event): func _input(event):
if (event is InputEventScreenTouch || event is InputEventScreenDrag): if (event is InputEventScreenTouch || event is InputEventScreenDrag):
touchscreen_on = true touchscreen_on = true
if event.position.x < 800: #&& (abs (event.position.y - $Player.position.y) < 100) : if event.position.x < 800:
$Player.position.x = event.position.x + 100*(event.position.x/800) $Player.position.x = event.position.x + 100*(event.position.x/800)
$Player.position.y = event.position.y - 100 $Player.position.y = event.position.y - 100
prints(event.index)
else: else:
touchy_shooty = true touchy_shooty = true
@ -260,6 +362,12 @@ func other_shooting_upgrade(id, other_bullet_delay):
prints("Other player shooting speed upgrade") prints("Other player shooting speed upgrade")
get_node(str(id)).timer.set_wait_time(other_bullet_delay) get_node(str(id)).timer.set_wait_time(other_bullet_delay)
func other_damage_upgrade(id, other_laser_damage):
get_node(str(id)).laser_damage = other_laser_damage
func other_laser_penetration_upgrade(id, other_laser_penetration):
get_node(str(id)).laser_penetration = other_laser_penetration
func other_ship_color_change(id, other_color): func other_ship_color_change(id, other_color):
prints("Other player color change") prints("Other player color change")
get_node(str(id)).modulate(other_color) get_node(str(id)).modulate(other_color)
@ -271,34 +379,31 @@ func double_laser_upgrade(id):
# Show other player's movement # Show other player's movement
func _on_Player_multiplayer_movement(id, pos, other_is_shooting): func _on_Player_multiplayer_movement(id, pos, other_is_shooting):
get_node(str(id)).position = pos get_node(str(id)).position = pos
get_node(str(id)).is_shooting = other_is_shooting
if other_is_shooting:
get_node(str(id)).shoot()
# BOSS MODE # # BOSS MODE #
# Disable enemy spawning # Disable enemy spawning
# Wait a few seconds for enemies to clear # Wait a few seconds for enemies to clear
# Call for boss launch # Call for boss launch
var bosstimer = null var bosstimer = null
sync func bossMode(): sync func bossMode(boss_type):
prints("bossMode()") prints("bossMode()")
bad_spawning_enabled = false
bosstimer = Timer.new() bosstimer = Timer.new()
bosstimer.connect("timeout",self,"_launch_boss") """bosstimer.connect("timeout",self,"_launch_boss", boss_type)
add_child(bosstimer) #to process add_child(bosstimer) #to process
bosstimer.wait_time = 15 bosstimer.wait_time = 3
bosstimer.one_shot = true bosstimer.one_shot = true
bosstimer.start() #to start bosstimer.start() #to start"""
yield(get_tree().create_timer(3), "timeout")
# Spawn the first boss
func _launch_boss(): prints("_launch_boss(",boss_type,")")
prints("_launch_boss()")
var bad var bad
var which_boss = randi()%2 if boss_type == 0:
if which_boss == 0:
bad = RectangleBoss.instance() bad = RectangleBoss.instance()
elif which_boss == 1: elif boss_type == 1:
bad = BlackHole.instance() bad = BlackHole.instance()
$Music.volume_db = -20
add_child(bad) add_child(bad)
# Flash screen when signalled # Flash screen when signalled
@ -310,7 +415,28 @@ func _launch_boss():
# Get boss health # Get boss health
bad.connect("boss_health", self, "getBossHealth") bad.connect("boss_health", self, "getBossHealth")
"""
# Spawn the first boss
func _launch_boss(boss_type):
prints("_launch_boss(",boss_type,")")
var bad
if boss_type == 0:
bad = RectangleBoss.instance()
elif boss_type == 1:
bad = BlackHole.instance()
$Music.volume_db = -20
add_child(bad)
# Flash screen when signalled
bad.connect("flash", self, "_flash_screen")
bad.show_behind_parent = true
# Boss death functions the same as regular death
bad.connect("dead", self, "_on_boss_death")
# Get boss health
bad.connect("boss_health", self, "getBossHealth")
"""
func getBossHealth(currentHealth, totalHealth): func getBossHealth(currentHealth, totalHealth):
totalHealth = float(totalHealth) totalHealth = float(totalHealth)
var health_bar = Vector2(((currentHealth/totalHealth)*800)+100, 50) var health_bar = Vector2(((currentHealth/totalHealth)*800)+100, 50)
@ -324,8 +450,12 @@ func getBossHealth(currentHealth, totalHealth):
func _on_boss_death(kill_money): func _on_boss_death(kill_money):
# Give players appropriate money, and restart spawns # Give players appropriate money, and restart spawns
$Player.money += kill_money $Player.money += kill_money
updatePoints()
bad_spawning_enabled = true bad_spawning_enabled = true
bosstimer.stop() bosstimer.stop()
rpc("openPlayerMenu")
current_round +=1
$Music.volume_db = 0
# Begins screen-flashing process # Begins screen-flashing process
func _flash_screen(): func _flash_screen():
@ -337,7 +467,6 @@ func _flash_screen():
func _load_players(id, info): func _load_players(id, info):
player_info = info player_info = info
prints("_load_players", player_info) prints("_load_players", player_info)
#prints(player_info[id].name, "YEET", player_info[id].color)
func _start_multiplayer_game(): func _start_multiplayer_game():
print(player_info) print(player_info)
@ -348,15 +477,23 @@ func _start_multiplayer_game():
player.set_name(str(peer_id)) player.set_name(str(peer_id))
prints(str(peer_id), "yeetert") prints(str(peer_id), "yeetert")
add_child(player) add_child(player)
#get_node("/").add_child(player)
player.setUsername(player_info[peer_id].name) player.setUsername(player_info[peer_id].name)
#$MultiplayerTimer.start() if get_tree().is_network_server():
rounds(1)
func _on_HideHowTo_pressed(): func _on_HideHowTo_pressed():
$HowTo.visible = false $HowTos.visible = false
$HowToDesktop.visible = false
$HideHowTo.visible = false
func _on_Player_other_ship_enable_rainbow(id): func _on_Player_other_ship_enable_rainbow(id):
prints("Other player entered rainbow mode") prints("Other player entered rainbow mode")
get_node(str(id)).enable_the_rainbow() get_node(str(id)).enable_the_rainbow()
func _on_Player_buy_turret(id, turret_position):
print("Main:buyTurret", turret_position)
var turret = preload("res://Turret.tscn").instance()
turret.connect("upgrade_turret", self, "upgradeTurret")
turret.set_name(str(id,"turret"))
add_child(turret)
turret.position = turret_position
turret.scale.x = 0.25
turret.scale.y = 0.25

256
Main.tscn
View File

@ -1,4 +1,4 @@
[gd_scene load_steps=20 format=2] [gd_scene load_steps=21 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]
@ -7,22 +7,23 @@
[ext_resource path="res://Prison.tscn" type="PackedScene" id=5] [ext_resource path="res://Prison.tscn" type="PackedScene" id=5]
[ext_resource path="res://RectangleBoss.tscn" type="PackedScene" id=6] [ext_resource path="res://RectangleBoss.tscn" type="PackedScene" id=6]
[ext_resource path="res://BlackHole.tscn" type="PackedScene" id=7] [ext_resource path="res://BlackHole.tscn" type="PackedScene" id=7]
[ext_resource path="res://BG.gd" type="Script" id=8] [ext_resource path="res://BG.tscn" type="PackedScene" id=8]
[ext_resource path="res://art/bg.png" type="Texture" id=9] [ext_resource path="res://Player.tscn" type="PackedScene" id=9]
[ext_resource path="res://Player.tscn" type="PackedScene" id=10] [ext_resource path="res://Mothership.tscn" type="PackedScene" id=10]
[ext_resource path="res://Mothership.tscn" type="PackedScene" id=11] [ext_resource path="res://art/hand-numbs.ttf" type="DynamicFontData" id=11]
[ext_resource path="res://OtherPlayer.tscn" type="PackedScene" id=12] [ext_resource path="res://OtherPlayer.tscn" type="PackedScene" id=12]
[ext_resource path="res://art/interface/how_to.png" type="Texture" id=13] [ext_resource path="res://art/interface/pause.png" type="Texture" id=13]
[ext_resource path="res://art/interface/how_to_desktop.png" type="Texture" id=14] [ext_resource path="res://art/interface/how_to.png" type="Texture" id=14]
[ext_resource path="res://art/interface/pause.png" type="Texture" id=15] [ext_resource path="res://art/interface/how_to_desktop.png" type="Texture" id=15]
[ext_resource path="res://main_bg.ogg" type="AudioStream" id=16]
[sub_resource type="ImageTexture" id=1] [sub_resource type="DynamicFont" id=1]
flags = 7 size = 28
storage = 0 use_mipmaps = false
lossy_quality = 0.7 use_filter = false
flags = 7 font_data = ExtResource( 11 )
size = Vector2( 0, 0 ) _sections_unfolded = [ "Font", "Settings" ]
[sub_resource type="SpriteFrames" id=2] [sub_resource type="SpriteFrames" id=2]
@ -51,7 +52,7 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[node name="Main" type="Node" index="0"] [node name="Main" type="Node"]
script = ExtResource( 1 ) script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ] _sections_unfolded = [ "Pause" ]
@ -62,75 +63,45 @@ Prison = ExtResource( 5 )
RectangleBoss = ExtResource( 6 ) RectangleBoss = ExtResource( 6 )
BlackHole = ExtResource( 7 ) BlackHole = ExtResource( 7 )
[node name="BG" type="Node2D" parent="." index="0"] [node name="BG" parent="." index="0" instance=ExtResource( 8 )]
z_index = -1 [node name="Player" parent="." index="1" instance=ExtResource( 9 )]
script = ExtResource( 8 )
_sections_unfolded = [ "Z Index" ]
[node name="bg1" type="Sprite" parent="BG" index="0"] [node name="Mothership" parent="." index="2" instance=ExtResource( 10 )]
position = Vector2( 577.646, 365.663 )
scale = Vector2( 0.694364, 0.694364 )
texture = ExtResource( 9 )
_sections_unfolded = [ "Transform" ]
[node name="bg2" type="Sprite" parent="BG" index="1"]
position = Vector2( 1823.66, 361.868 )
scale = Vector2( 0.6985, 0.6985 )
texture = ExtResource( 9 )
_sections_unfolded = [ "Transform" ]
[node name="Sprite" type="Sprite" parent="." index="1"]
visible = false
z_index = -5
texture = SubResource( 1 )
_sections_unfolded = [ "Z Index" ]
[node name="Player" parent="." index="2" instance=ExtResource( 10 )]
[node name="BaddieTimer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 2.0
one_shot = false
autostart = false
[node name="Mothership" parent="." index="4" instance=ExtResource( 11 )]
position = Vector2( 18.327, 304.835 ) position = Vector2( 18.327, 304.835 )
[node name="MoneyDisplay" type="Label" parent="." index="5"] [node name="MoneyDisplay" type="Label" parent="." index="3"]
anchor_left = 0.0 anchor_left = 0.0
anchor_top = 0.0 anchor_top = 0.0
anchor_right = 0.0 anchor_right = 0.0
anchor_bottom = 0.0 anchor_bottom = 0.0
margin_left = 913.0 margin_left = 913.0
margin_top = 536.0 margin_top = 557.0
margin_right = 1006.0 margin_right = 1006.0
margin_bottom = 571.0 margin_bottom = 592.0
rect_pivot_offset = Vector2( 0, 0 ) rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false rect_clip_content = false
mouse_filter = 2 mouse_filter = 2
mouse_default_cursor_shape = 0 mouse_default_cursor_shape = 0
size_flags_horizontal = 1 size_flags_horizontal = 1
size_flags_vertical = 4 size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
custom_colors/font_color = Color( 1, 1, 1, 1 )
text = "$0" text = "$0"
align = 2 align = 2
percent_visible = 1.0 percent_visible = 1.0
lines_skipped = 0 lines_skipped = 0
max_lines_visible = -1 max_lines_visible = -1
_sections_unfolded = [ "Size Flags", "custom_fonts" ] _sections_unfolded = [ "Size Flags", "custom_colors", "custom_fonts" ]
[node name="OtherPlayer" parent="." index="6" instance=ExtResource( 12 )] [node name="OtherPlayer" parent="." index="4" instance=ExtResource( 12 )]
visible = false visible = false
_sections_unfolded = [ "Material", "Transform", "Visibility" ] _sections_unfolded = [ "Material", "Transform", "Visibility" ]
[node name="BossHealth" type="Line2D" parent="." index="7"] [node name="BossHealth" type="Line2D" parent="." index="5"]
points = PoolVector2Array( 100, 50, 900, 50 ) points = PoolVector2Array( 100, 50, 900, 50 )
width = 15.0 width = 15.0
@ -139,7 +110,7 @@ texture_mode = 31
sharp_limit = 2.0 sharp_limit = 2.0
round_precision = 8 round_precision = 8
[node name="ColorRect" type="ColorRect" parent="." index="8"] [node name="ColorRect" type="ColorRect" parent="." index="6"]
visible = false visible = false
anchor_left = 0.0 anchor_left = 0.0
@ -157,91 +128,73 @@ size_flags_vertical = 1
color = Color( 0, 0, 0, 1 ) color = Color( 0, 0, 0, 1 )
_sections_unfolded = [ "Visibility" ] _sections_unfolded = [ "Visibility" ]
[node name="HowTo" type="AnimatedSprite" parent="." index="9"] [node name="Pausing" type="Node2D" parent="." index="7"]
editor/display_folded = true
position = Vector2( 940, 36 )
[node name="Pause" type="AnimatedSprite" parent="Pausing" index="0"]
position = Vector2( 32.128, 31.044 )
scale = Vector2( 0.199771, 0.199771 )
frames = SubResource( 2 )
animation = "default"
[node name="PauseButton" type="Button" parent="Pausing" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 61.0
margin_bottom = 64.0
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="HowTos" type="Node2D" parent="." index="8"]
editor/display_folded = true
_sections_unfolded = [ "Visibility", "Z Index" ]
[node name="HowTo" type="AnimatedSprite" parent="HowTos" index="0"]
visible = false visible = false
position = Vector2( 482.397, 299.674 ) position = Vector2( 482.397, 299.674 )
scale = Vector2( 0.42077, 0.42077 ) scale = Vector2( 0.42077, 0.42077 )
frames = SubResource( 2 )
animation = "default"
_sections_unfolded = [ "Transform", "Visibility" ]
[node name="HowToDesktop" type="AnimatedSprite" parent="." index="10"]
visible = false
position = Vector2( 482, 300 )
scale = Vector2( 0.42, 0.42 )
frames = SubResource( 3 ) frames = SubResource( 3 )
animation = "default" animation = "default"
_sections_unfolded = [ "Transform", "Visibility" ] _sections_unfolded = [ "Transform", "Visibility" ]
[node name="ShootButton" type="Button" parent="." index="11"] [node name="HowToDesktop" type="AnimatedSprite" parent="HowTos" index="1"]
anchor_left = 0.0 visible = false
anchor_top = 0.0 position = Vector2( 482, 300 )
anchor_right = 0.0 scale = Vector2( 0.42, 0.42 )
anchor_bottom = 0.0
margin_left = 785.0
margin_top = 269.0
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
disabled = true
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="12"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 940.0
margin_top = 36.0
margin_right = 1001.0
margin_bottom = 100.0
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="Pause" type="AnimatedSprite" parent="." index="13"]
position = Vector2( 972.128, 67.044 )
scale = Vector2( 0.199771, 0.199771 )
frames = SubResource( 4 ) frames = SubResource( 4 )
animation = "default" animation = "default"
_sections_unfolded = [ "Transform", "Visibility" ]
[node name="HideHowTo" type="Button" parent="." index="14"] [node name="HideHowTo" type="Button" parent="HowTos" index="2"]
anchor_left = 0.0 anchor_left = 0.0
anchor_top = 0.0 anchor_top = 0.0
anchor_right = 0.0 anchor_right = 0.0
anchor_bottom = 0.0 anchor_bottom = 0.0
margin_left = -50.0 margin_left = -55.0
margin_top = -15.0 margin_top = -29.0
margin_right = 1044.0 margin_right = 1039.0
margin_bottom = 623.0 margin_bottom = 609.0
rect_pivot_offset = Vector2( 0, 0 ) rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false rect_clip_content = false
focus_mode = 2 focus_mode = 2
@ -258,36 +211,69 @@ flat = true
align = 1 align = 1
_sections_unfolded = [ "Visibility" ] _sections_unfolded = [ "Visibility" ]
[node name="WaveLabel" type="Label" parent="." index="9"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 61.0
margin_top = 19.0
margin_right = 108.0
margin_bottom = 33.0
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 = "Wave 1"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="Music" type="AudioStreamPlayer" parent="." index="10"]
stream = ExtResource( 16 )
volume_db = 0.0
autoplay = false
mix_target = 0
bus = "Master"
[connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"] [connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"]
[connection signal="buy_turret" from="Player" to="." method="_on_Player_buy_turret"]
[connection signal="double_laser_upgrade" from="Player" to="." method="double_laser_upgrade"] [connection signal="double_laser_upgrade" from="Player" to="." method="double_laser_upgrade"]
[connection signal="multiplayer_movement" from="Player" to="." method="_on_Player_multiplayer_movement"] [connection signal="multiplayer_movement" from="Player" to="." method="_on_Player_multiplayer_movement"]
[connection signal="other_damage_upgrade" from="Player" to="." method="other_damage_upgrade"]
[connection signal="other_laser_penetration_upgrade" from="Player" to="." method="other_laser_penetration_upgrade"]
[connection signal="other_ship_color_change" from="Player" to="." method="other_ship_color_change"] [connection signal="other_ship_color_change" from="Player" to="." method="other_ship_color_change"]
[connection signal="other_ship_enable_rainbow" from="Player" to="." method="_on_Player_other_ship_enable_rainbow"] [connection signal="other_ship_enable_rainbow" from="Player" to="." method="_on_Player_other_ship_enable_rainbow"]
[connection signal="other_shooting_upgrade" from="Player" to="." method="other_shooting_upgrade"] [connection signal="other_shooting_upgrade" from="Player" to="." method="other_shooting_upgrade"]
[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="restart_game" from="Player" to="." method="_on_Player_restart_game"]
[connection signal="update_display" from="Player" to="." method="_on_Player_update_display"] [connection signal="restart_game" from="Player" to="Mothership" method="_on_Player_restart_game"]
[connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"] [connection signal="start_next_round" from="Player" to="." method="startNextRound"]
[connection signal="update_display" from="Player" to="." method="updatePoints"]
[connection signal="upgrade_turret_range" from="Player" to="." method="upgradeTurretRange"]
[connection signal="body_shape_entered" from="Mothership" to="Mothership" method="_on_Mothership_body_shape_entered"] [connection signal="body_shape_entered" from="Mothership" to="Mothership" method="_on_Mothership_body_shape_entered"]
[connection signal="game_over" from="Mothership" to="." method="_on_Mothership_game_over"] [connection signal="game_over" from="Mothership" to="." method="_on_Mothership_game_over"]
[connection signal="button_down" from="ShootButton" to="Player" method="shootDown"] [connection signal="pressed" from="Pausing/PauseButton" to="." method="_on_PauseButton_pressed"]
[connection signal="button_up" from="ShootButton" to="Player" method="shootUp"] [connection signal="pressed" from="HowTos/HideHowTo" to="." method="_on_HideHowTo_pressed"]
[connection signal="pressed" from="PauseButton" to="." method="_on_PauseButton_pressed"]
[connection signal="pressed" from="HideHowTo" to="." method="_on_HideHowTo_pressed"]

View File

@ -20,6 +20,7 @@
extends Node extends Node
signal multiplayer_menu signal multiplayer_menu
signal start_game
var clockwise = false var clockwise = false
var rotation_multiplier = 1 var rotation_multiplier = 1
@ -73,7 +74,12 @@ func _process(delta):
func _on_Button_pressed(): func _on_Button_pressed():
#$Button.visible = false #$Button.visible = false
emit_signal("start_game", 1)
now_quitting = true now_quitting = true
func _on_Multiplayer_pressed(): func _on_Multiplayer_pressed():
emit_signal("multiplayer_menu") emit_signal("multiplayer_menu")
func _on_Settings_pressed():
var settings = preload("res://Menus/Settings.tscn").instance()
add_child(settings)

View File

@ -33,7 +33,7 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[node name="Node" type="Node"] [node name="Node" type="Node" index="0"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )
@ -139,10 +139,36 @@ size_flags_vertical = 1
color = Color( 0, 0, 0, 0 ) color = Color( 0, 0, 0, 0 )
_sections_unfolded = [ "Visibility" ] _sections_unfolded = [ "Visibility" ]
[node name="Settings" type="Node2D" parent="." index="7"] [node name="Settings?" type="Node2D" parent="." index="7"]
[node name="Settings" type="Button" parent="." index="8"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 650.0
margin_top = 400.0
margin_right = 850.0
margin_bottom = 570.0
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="pressed" from="StartEndlessMode" to="." method="_on_Button_pressed"] [connection signal="pressed" from="StartEndlessMode" to="." method="_on_Button_pressed"]
[connection signal="pressed" from="Multiplayer" to="." method="_on_Multiplayer_pressed"] [connection signal="pressed" from="Multiplayer" to="." method="_on_Multiplayer_pressed"]
[connection signal="pressed" from="Settings" to="." method="_on_Settings_pressed"]

9
Menu.gd Normal file
View File

@ -0,0 +1,9 @@
extends Node
func _ready():
# Called every time the node is added to the scene.
# Initialization here
pass
func _on_BackButton_pressed():
queue_free()

19
Menus/Menu.gd Normal file
View File

@ -0,0 +1,19 @@
extends Node2D
# 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 _on_BackButton_pressed():
queue_free()
func _on_PatreonLink_pressed():
OS.shell_open("https://www.patreon.com/fronter")
func _on_LiberaLink_pressed():
OS.shell_open("https://www.liberapay.com/fronter")

59
Menus/Menu.tscn Normal file
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@ -0,0 +1,59 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Menus/Menu.gd" type="Script" id=1]
[ext_resource path="res://art/menu/back.png" type="Texture" id=2]
[node name="Menu" type="Node2D"]
z_index = 1
z_as_relative = false
script = ExtResource( 1 )
_sections_unfolded = [ "Z Index" ]
[node name="BG" type="ColorRect" parent="." index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 1024.0
margin_bottom = 600.0
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 = [ "Rect" ]
[node name="BackButton" type="Button" parent="." index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 4.0
margin_top = 453.0
margin_right = 279.0
margin_bottom = 659.0
rect_scale = Vector2( 0.7, 0.7 )
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
icon = ExtResource( 2 )
flat = true
align = 1
_sections_unfolded = [ "Rect" ]
[connection signal="pressed" from="BackButton" to="." method="_on_BackButton_pressed"]

75
Menus/Settings.tscn Normal file
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@ -0,0 +1,75 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Menus/Menu.tscn" type="PackedScene" id=1]
[ext_resource path="res://Menus/patreon.png" type="Texture" id=2]
[ext_resource path="res://Menus/libera.png" type="Texture" id=3]
[ext_resource path="res://Menus/opens_externally.png" type="Texture" id=4]
[node name="Menu" instance=ExtResource( 1 )]
[node name="PatreonLink" type="Button" parent="." index="2"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 641.0
margin_top = 446.0
margin_right = 1403.0
margin_bottom = 565.0
rect_scale = Vector2( 0.5, 0.5 )
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
icon = ExtResource( 2 )
flat = true
align = 1
_sections_unfolded = [ "Rect" ]
[node name="LiberaLink" type="Button" parent="." index="3"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 641.0
margin_top = 509.0
margin_right = 1403.0
margin_bottom = 628.0
rect_scale = Vector2( 0.5, 0.5 )
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
icon = ExtResource( 3 )
flat = true
align = 1
_sections_unfolded = [ "Rect" ]
[node name="OpensExternally" type="Sprite" parent="." index="4"]
position = Vector2( 824.133, 418.745 )
scale = Vector2( 0.3, 0.3 )
texture = ExtResource( 4 )
_sections_unfolded = [ "Transform" ]
[connection signal="pressed" from="PatreonLink" to="." method="_on_PatreonLink_pressed"]
[connection signal="pressed" from="LiberaLink" to="." method="_on_LiberaLink_pressed"]

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View File

@ -34,6 +34,7 @@ var double_laser = false
var can_shoot = true var can_shoot = true
var timer = null var timer = null
var bullet_delay = 0.1 var bullet_delay = 0.1
var damage = 0
func _ready(): func _ready():
_update_health_bar() _update_health_bar()
@ -43,17 +44,26 @@ func _process(delta):
#health = slave_health #health = slave_health
pass pass
if $Line2D.default_color.r > 0:
$Line2D.default_color.r -= delta
if $Line2D.default_color.g < 180:
$Line2D.default_color.g += delta
if $Line2D.default_color.b > 0:
$Line2D.default_color.b -= delta
if health <= 100 && $BlownOut/WhoopsGuy.unit_offset < 1: if health <= 100 && $BlownOut/WhoopsGuy.unit_offset < 1:
$BlownOut/WhoopsGuy.unit_offset += delta $BlownOut/WhoopsGuy.unit_offset += delta
func _on_Mothership_area_shape_entered(area_id, area, area_shape, self_shape): func _on_Mothership_area_shape_entered(area_id, area, area_shape, self_shape):
#if not get_tree().has_network_peer(): #if not get_tree().has_network_peer():
if not get_tree().is_network_server(): if get_tree().is_network_server() == false:
health -= 50 health -= 50
if get_tree().is_network_server(): if get_tree().is_network_server() == true:
health -= 50 health -= 50
rset("slave_health", health) rset("slave_health", health)
$Line2D.default_color = Color("b70000")
if area.boss: if area.boss:
emit_signal("flash") emit_signal("flash")
health = 0 health = 0
@ -78,4 +88,3 @@ func _on_Player_restart_game():
func _update_health_bar(): func _update_health_bar():
var health_bar = Vector2(((health * (.8)) + 100), 300) var health_bar = Vector2(((health * (.8)) + 100), 300)
$Line2D.set_point_position( 1, health_bar ) $Line2D.set_point_position( 1, health_bar )
print(health)

View File

@ -31,7 +31,7 @@ _data = {
} }
_sections_unfolded = [ "Resource" ] _sections_unfolded = [ "Resource" ]
[node name="Mothership" type="Area2D"] [node name="Mothership" type="Area2D" index="0"]
position = Vector2( 42.1613, 302.944 ) position = Vector2( 42.1613, 302.944 )
scale = Vector2( 0.263572, 0.240903 ) scale = Vector2( 0.263572, 0.240903 )
@ -90,7 +90,7 @@ position = Vector2( 32.7402, 101.849 )
scale = Vector2( 3.33333, 3.33333 ) scale = Vector2( 3.33333, 3.33333 )
points = PoolVector2Array( 100, 300, 900, 300 ) points = PoolVector2Array( 100, 300, 900, 300 )
width = 15.0 width = 15.0
default_color = Color( 0.037384, 0.683594, 0, 1 ) default_color = Color( 0.0352941, 0.717647, 0, 1 )
texture_mode = 31 texture_mode = 31
sharp_limit = 2.0 sharp_limit = 2.0
round_precision = 8 round_precision = 8

View File

@ -419,6 +419,8 @@ animation = "default"
[node name="Lobby" type="Node" parent="." index="14"] [node name="Lobby" type="Node" parent="." index="14"]
editor/display_folded = true
[node name="RichTextLabel" type="RichTextLabel" parent="Lobby" index="0"] [node name="RichTextLabel" type="RichTextLabel" parent="Lobby" index="0"]
anchor_left = 0.0 anchor_left = 0.0

View File

@ -23,9 +23,9 @@ signal restart
var rectangle_opacity = 0 var rectangle_opacity = 0
func _ready(): func _ready():
# Called every time the node is added to the scene. if get_tree().has_network_peer() && not get_tree().is_network_server():
# Initialization here $Restart.visible = false
pass $Button.disabled = true
func _process(delta): func _process(delta):
$ColorRect.color = Color(0, 0, 0, rectangle_opacity) $ColorRect.color = Color(0, 0, 0, rectangle_opacity)
@ -37,7 +37,7 @@ func _process(delta):
func _on_Button_pressed(): func _on_Button_pressed():
emit_signal("restart") emit_signal("restart")
queue_free() #queue_free()
func _on_Button_button_down(): func _on_Button_button_down():
$Restart.frame = 1 $Restart.frame = 1

View File

@ -85,8 +85,10 @@ func _ready():
var timer = null var timer = null
var damage = 0
var can_shoot = false var can_shoot = false
var shoot_down = false var shoot_down = false
var is_shooting = false
func on_timeout_complete(): func on_timeout_complete():
can_shoot = true can_shoot = true
@ -120,11 +122,15 @@ var rainbow_is_on = false
func _process(delta): func _process(delta):
$Username.text = username $Username.text = username
if is_shooting:
shoot()
if rainbow_is_on: if rainbow_is_on:
rainbow(delta) rainbow(delta)
pass pass
var laser_damage = 10
func shoot(): func shoot():
if can_shoot: if can_shoot:
var laser = Laser.instance() var laser = Laser.instance()
@ -132,6 +138,7 @@ func shoot():
laser.current_pen = laser_penetration laser.current_pen = laser_penetration
laser.position.y = position.y - 27 laser.position.y = position.y - 27
laser.position.x = position.x + 46 laser.position.x = position.x + 46
laser.damage = laser_damage
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES #MAYBE THE LASERS SHOULD BE THEIR OWN NODES
#Would allow for more simple additions in the future #Would allow for more simple additions in the future
@ -141,6 +148,7 @@ func shoot():
laser2.position.y = position.y + 28 laser2.position.y = position.y + 28
laser2.position.x = position.x + 46 laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration laser2.current_pen = laser_penetration
laser2.damage = laser_damage
can_shoot = false can_shoot = false
timer.start() timer.start()

71
PauseMenu.gd Normal file
View File

@ -0,0 +1,71 @@
#
# 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 taste_the_rainbow
func _ready():
$ColorRect.color = Color(0,0,0,1)
func _process(delta):
if (Input.is_action_pressed("ui_quit")):
get_tree().quit()
#if Input.is_action_pressed("ui_accept"):
# _on_Button_pressed())
func _on_Resume_pressed():
get_tree().paused = false
emit_signal("menu_closed")
queue_free()
func _on_Goldenrod_pressed():
emit_signal("change_color", "daa520")
func _on_Purple_pressed():
emit_signal("change_color", "800080")
func _on_SlateBlue_pressed():
emit_signal("change_color", "708090")
func _on_Salmon_pressed():
emit_signal("change_color", "e9967a")
func _on_Crimson_pressed():
emit_signal("change_color", "dc143c")
func _on_MediumSpringGreen_pressed():
emit_signal("change_color", "3cb371")
func _on_Tomato_pressed():
emit_signal("change_color", "ff3e2d")
prints("put tomato in dere")
func _on_DarkenedLawnGreen_pressed():
emit_signal("change_color", "7bd126")
func _on_DeepSkyBlue_pressed():
emit_signal("change_color", "00bfff")
#### NOT PAUSING GAME? ####
func _on_Rainbow_pressed():
get_tree().paused = false
emit_signal("taste_the_rainbow")

331
PauseMenu.tscn Normal file
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@ -0,0 +1,331 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://PauseMenu.gd" type="Script" id=1]
[ext_resource path="res://art/ColorSelect.png" type="Texture" id=2]
[sub_resource type="Theme" id=1]
[node name="PauseMenu" 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="Resume" type="Button" parent="." index="1"]
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 = "Continue"
flat = false
align = 1
[node name="ColorSelect" type="Node2D" parent="." index="2"]
position = Vector2( 21, 0 )
[node name="ColorSelectBG" type="Sprite" parent="ColorSelect" index="0"]
editor/display_folded = true
position = Vector2( 120, 210 )
scale = Vector2( 0.179688, 0.179687 )
texture = ExtResource( 2 )
[node name="Goldenrod" type="Button" parent="ColorSelect/ColorSelectBG" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -501.0
margin_top = -390.0
margin_right = -167.0
margin_bottom = -56.0
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="Purple" type="Button" parent="ColorSelect/ColorSelectBG" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -167.0
margin_top = -390.0
margin_right = 167.0
margin_bottom = -56.0
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="SlateBlue" type="Button" parent="ColorSelect/ColorSelectBG" index="2"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 167.0
margin_top = -390.0
margin_right = 501.0
margin_bottom = -56.0001
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="Salmon" type="Button" parent="ColorSelect/ColorSelectBG" index="3"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -501.0
margin_top = -56.0
margin_right = -167.0
margin_bottom = 278.0
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="Crimson" type="Button" parent="ColorSelect/ColorSelectBG" index="4"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -167.0
margin_top = -56.0
margin_right = 167.0
margin_bottom = 278.0
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="MediumSpringGreen" type="Button" parent="ColorSelect/ColorSelectBG" index="5"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 167.0
margin_top = -56.0
margin_right = 501.0
margin_bottom = 278.0
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="Tomato" type="Button" parent="ColorSelect/ColorSelectBG" index="6"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 167.0
margin_top = 278.0
margin_right = 501.0
margin_bottom = 668.0
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="DarkenedLawnGreen" type="Button" parent="ColorSelect/ColorSelectBG" index="7"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -167.0
margin_top = 334.0
margin_right = 167.0
margin_bottom = 668.0
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="DeepSkyBlue" type="Button" parent="ColorSelect/ColorSelectBG" index="8"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -501.0
margin_top = 334.0
margin_right = -167.0
margin_bottom = 668.0
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="Rainbow" type="Button" parent="ColorSelect/ColorSelectBG" index="9"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -501.0
margin_top = 668.0
margin_right = 501.0
margin_bottom = 1002.0
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="pressed" from="Resume" to="." method="_on_Resume_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/Goldenrod" to="." method="_on_Goldenrod_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/Purple" to="." method="_on_Purple_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/SlateBlue" to="." method="_on_SlateBlue_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/Salmon" to="." method="_on_Salmon_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/Crimson" to="." method="_on_Crimson_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/MediumSpringGreen" to="." method="_on_MediumSpringGreen_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/Tomato" to="." method="_on_Tomato_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/DarkenedLawnGreen" to="." method="_on_DarkenedLawnGreen_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/DeepSkyBlue" to="." method="_on_DeepSkyBlue_pressed"]
[connection signal="pressed" from="ColorSelect/ColorSelectBG/Rainbow" to="." method="_on_Rainbow_pressed"]

348
Player.gd
View File

@ -24,12 +24,17 @@ signal update_display # tells parent to update points display
signal refund # will tell parent a refund is occuring, for display signal refund # will tell parent a refund is occuring, for display
signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
signal other_shooting_upgrade signal other_shooting_upgrade
signal other_damage_upgrade
signal double_laser_upgrade signal double_laser_upgrade
signal other_laser_penetration_upgrade
signal other_ship_color_change signal other_ship_color_change
signal other_ship_enable_rainbow signal other_ship_enable_rainbow
signal shooting_speed_fully_upgraded signal shooting_speed_fully_upgraded
signal restart_game signal restart_game
signal multiplayer_movement signal multiplayer_movement
signal start_next_round
signal buy_turret
signal upgrade_turret_range
export (PackedScene) var Laser export (PackedScene) var Laser
@ -40,12 +45,8 @@ export (PackedScene) var Laser
var ship_speed = 500 var ship_speed = 500
# first 5 tiers of shooting speed # first 5 tiers of shooting speed
const BULLET_DELAY_TIER1 = 0.8 #const BULLET_DELAY_DICT = {1:0.8, 2:0.5, 3:0.4, 4:0.2, 5:0.05} #original
const BULLET_DELAY_TIER2 = 0.5 const BULLET_DELAY_DICT = {1:0.8, 2:0.6, 3:0.4, 4:0.2, 5:0.1}
const BULLET_DELAY_TIER3 = 0.2
const BULLET_DELAY_TIER4 = 0.1
const BULLET_DELAY_TIER5 = 0.05
# starting cost of shooting speed upgrades after tier 5 # starting cost of shooting speed upgrades after tier 5
const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500 const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
@ -53,32 +54,30 @@ const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
const BULLET_DELAY_MINIMUM = 0.01 const BULLET_DELAY_MINIMUM = 0.01
# costs of shooting speed upgrades # costs of shooting speed upgrades
const BULLET_DELAY_TIER2_COST = 100 const BULLET_DELAY_COST = {2:100, 3:400, 4:1000, 5:4000, 6:0}
const BULLET_DELAY_TIER3_COST = 200
const BULLET_DELAY_TIER4_COST = 400
const BULLET_DELAY_TIER5_COST = 1000
# double laser cost # double laser cost
const DOUBLE_LASER_COST = 2000 const DOUBLE_LASER_COST = 6000
# 5 tiers of laser damage # 5 tiers of laser damage
const LASER_DAMAGE_TIER1 = 10 const LASER_DAMAGE_DICT = {1:10, 2:15, 3:20, 4:40, 5:50}
const LASER_DAMAGE_TIER2 = 12
const LASER_DAMAGE_TIER3 = 15
const LASER_DAMAGE_TIER4 = 20
const LASER_DAMAGE_TIER5 = 50
# costs of laser damage upgrades # costs of laser damage upgrades
const LASER_DAMAGE_TIER2_COST = 200 const LASER_DAMAGE_COST = {2:400, 3:1000, 4:2000, 5:6000, 6:0}
const LASER_DAMAGE_TIER3_COST = 500
const LASER_DAMAGE_TIER4_COST = 1000
const LASER_DAMAGE_TIER5_COST = 2000
# costs of laser penetration upgrades
const LASER_PENETRATION_COST = {2:400, 3:1000, 4:2000, 5:6000, 6:0}
# 5 tiers of laser penetration
const LASER_PENETRATION_DICT = {1:0,2:1,3:2,4:3,5:5}
# the ship's starting position # the ship's starting position
const STARTING_POSITION = Vector2(130, 250) const STARTING_POSITION = Vector2(130, 250)
# the amount of money the player starts with # the amount of money the player starts with
const STARTING_MONEY = 10000 const STARTING_MONEY = 0#100000
# cost to unlock turrets
const UNLOCK_TURRETS_COST = 1000
################################# #################################
@ -95,13 +94,19 @@ var can_shoot = false
var timer = null var timer = null
# sets the delay between shots to the default # sets the delay between shots to the default
var bullet_delay = BULLET_DELAY_TIER1 var bullet_delay = BULLET_DELAY_DICT[1]
var bullet_delay_tier = 0 var bullet_delay_tier = 1
# sets other shooting settings to their defaults # sets other shooting settings to their defaults
var laser_penetration = 0 var laser_penetration = LASER_PENETRATION_DICT[1]
var laser_penetration_tier = 1
var double_laser = false var double_laser = false
var laser_damage = LASER_DAMAGE_TIER1 var laser_damage = LASER_DAMAGE_DICT[1]
var laser_damage_tier = 1
# turret settings
var turrets_unlocked = false
var has_turret = false
# gives the player their starting points # gives the player their starting points
var money = STARTING_MONEY var money = STARTING_MONEY
@ -116,108 +121,209 @@ var refund_percentage = 1
# only really relevant to touchscreens # only really relevant to touchscreens
var menu_open = false var menu_open = false
var boss = false
var damage = 0
# opens the upgrade menu # opens the upgrade menu
func upgradeMenu(): func upgradeMenu():
menu_open = true
var upgmenu = preload("res://UpgradeMenu.tscn").instance() var upgmenu = preload("res://UpgradeMenu.tscn").instance()
menu_open = true
add_child(upgmenu) add_child(upgmenu)
upgmenu.connect("refund", self, "_refund_button") upgmenu.connect("refund", self, "_refund_button")
upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button") upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay")
upgmenu.connect("double_laser_upgrade", self, "doubleLaserUpgrade_button") upgmenu.connect("double_laser_upgrade", self, "doubleLaserUpgrade")
upgmenu.connect("laser_penetration_upgrade", self, "laserPenetrationUpgrade_button") upgmenu.connect("laser_penetration_upgrade", self, "laserPenetrationUpgrade")
upgmenu.connect("menu_closed", self, "menuClosed")
upgmenu.connect("change_color", self, "changeColor") upgmenu.connect("change_color", self, "changeColor")
upgmenu.connect("taste_the_rainbow", self, "enable_the_rainbow") upgmenu.connect("taste_the_rainbow", self, "enable_the_rainbow")
upgmenu.connect("laser_damage_upgrade", self, "upgradeLaserDamage")
upgmenu.connect("menu_closed", self, "upgradeMenuClosed")
upgmenu.connect("unlock_turrets", self, "unlockTurrets")
upgmenu.connect("buy_turret", self, "buyTurret")
upgmenu.connect("turret_menu", self, "openTurretMenu")
upgmenu.laser_damage_tier = laser_damage_tier
upgmenu.bullet_delay_tier = bullet_delay_tier upgmenu.bullet_delay_tier = bullet_delay_tier
upgmenu.laser_penetration_tier = laser_penetration_tier
upgmenu.turrets_unlocked = turrets_unlocked
upgmenu.has_turret = has_turret
if !get_tree().has_network_peer(): if !get_tree().has_network_peer():
get_tree().paused = true get_tree().paused = true
# signalled on close of UpgradeMenu # signalled on close of UpgradeMenu
func menuClosed(): func upgradeMenuClosed():
menu_open = false menu_open = false
emit_signal("start_next_round")
func pauseMenu():
menu_open = true
var pausemenu = preload("res://PauseMenu.tscn").instance()
add_child(pausemenu)
pausemenu.connect("change_color", self, "changeColor")
pausemenu.connect("menu_closed", self, "pauseMenuClosed")
pausemenu.connect("taste_the_rainbow", self, "enable_the_rainbow")
if !get_tree().has_network_peer():
get_tree().paused = true
func pauseMenuClosed():
menu_open = false
func openTurretMenu():
var turretmenu = preload("res://TurretMenu.tscn").instance()
add_child(turretmenu)
turretmenu.connect("buy_turret", self, "buyTurret")
turretmenu.connect("turret_range_upgrade", self, "turretRangeUpgrade")
turretmenu.screensize = screensize
if !get_tree().has_network_peer():
get_tree().paused = true
func makePurchaseFor(cost):
if money >= cost:
money -= cost
emit_signal("update_display")
return true
else:
return false
####################### #######################
# REQUESTING UPGRADES # # REQUESTING UPGRADES #
####################### #######################
# all will request their upgrade # all will request their upgrade
# all will pause the game if not in multiplayer # all will pause the game if not in multiplayer
func doubleLaserUpgrade_button():
doubleLaserUpgrade()
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
func laserPenetrationUpgrade_button():
laserPenetrationUpgrade()
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
func upgradeShipSpeed_button():
upgradeShipSpeed()
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
func upgradeBulletDelay_button():
upgradeBulletDelay()
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
#######################
######################
# PROVIDING UPGRADES #
######################
# checks which tier the player is already on, and if they have enough points # checks which tier the player is already on, and if they have enough points
# upgrades and charges the player, if possible # upgrades and charges the player, if possible
# increases the ship value by the amount spent, for refunds # increases the ship value by the amount spent, for refunds
# sends an rpc message about current state for a given upgrade # sends an rpc message about current state for a given upgrade
# upgrades shooting speed func unlockTurrets():
func upgradeBulletDelay(): if money >= UNLOCK_TURRETS_COST:# && turrets_unlocked == false:
if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST): money -= UNLOCK_TURRETS_COST
bullet_delay = BULLET_DELAY_TIER2 turrets_unlocked = true
money -= BULLET_DELAY_TIER2_COST emit_signal("update_display")
ship_value += BULLET_DELAY_TIER2_COST openTurretMenu()
bullet_delay_tier = 1 # pause if not multiplayer
elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST): if !get_tree().has_network_peer():
bullet_delay = BULLET_DELAY_TIER3 get_tree().paused = true
money -= BULLET_DELAY_TIER3_COST
ship_value += BULLET_DELAY_TIER3_COST
bullet_delay_tier = 2
elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
bullet_delay = BULLET_DELAY_TIER4
money -= BULLET_DELAY_TIER4_COST
ship_value += BULLET_DELAY_TIER4_COST
bullet_delay_tier = 3
elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
bullet_delay = BULLET_DELAY_TIER5
money -= BULLET_DELAY_TIER5_COST
ship_value += BULLET_DELAY_TIER5_COST
bullet_delay_tier = 4
# elif (bullet_delay <= BULLET_DELAY_MINIMUM):
# emit_signal("bullet_delay_fully_upgraded")
# elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
# bullet_delay = bullet_delay*0.95
# money -= shooting_speed_upgrade
# ship_value += shooting_speed_upgrade
# shooting_speed_upgrade *= 1.1
# bullet_delay_tier += 1
timer.set_wait_time(bullet_delay) func buyTurret(turret_position, cost):
rpc("other_shooting_speed_upgrade", get_tree().get_network_unique_id(), bullet_delay) #money -= cost
emit_signal("update_display")
if !get_tree().has_network_peer():
emit_signal("buy_turret", get_tree().get_network_unique_id(), turret_position)
has_turret = true
get_tree().paused = true
else:
rpc("net_buying_turret", get_tree().get_network_unique_id(), turret_position)
sync func net_buying_turret(id, turret_position):
emit_signal("buy_turret", id, turret_position)
func turretRangeUpgrade(cost, new_scale):
if makePurchaseFor(cost):
emit_signal("upgrade_turret_range", get_tree().get_network_unique_id(), new_scale)
if !get_tree().has_network_peer():
get_tree().paused = true
#################################################
# ALLOWS THE PLAYER TO SHOOT TWO LASERS AT ONCE #
func doubleLaserUpgrade(): func doubleLaserUpgrade():
# if the user has enough money, take that money, and enable doubles
if money >= DOUBLE_LASER_COST && double_laser == false: if money >= DOUBLE_LASER_COST && double_laser == false:
money -= DOUBLE_LASER_COST money -= DOUBLE_LASER_COST
double_laser = true double_laser = true
# tell other players to enable doubles for you
rpc("double_laser_upgrade", get_tree().get_network_unique_id()) rpc("double_laser_upgrade", get_tree().get_network_unique_id())
###################### # tell main to update the points display
emit_signal("update_display")
# pause if not multiplayer
if !get_tree().has_network_peer():
get_tree().paused = true
# tell main about other ship's double_laser
remote func double_laser_upgrade(id):
emit_signal("double_laser_upgrade", id)
# ALLOWS THE PLAYER TO SHOOT TWO LASERS AT ONCE #
#################################################
######################################################
# ALLOWS LASERS TO PENETRATE ENEMIES BEFORE EXPIRING #
var next_penetration_upgrade_cost = LASER_PENETRATION_COST[laser_penetration_tier + 1]
func laserPenetrationUpgrade():
if laser_penetration_tier < 5:
if money >= LASER_PENETRATION_COST[laser_penetration_tier + 1]:
laser_penetration_tier += 1
laser_penetration = LASER_PENETRATION_DICT[laser_penetration_tier]
money -= LASER_PENETRATION_COST[laser_penetration_tier]
ship_value += LASER_PENETRATION_COST[laser_penetration_tier]
next_penetration_upgrade_cost = LASER_PENETRATION_COST[laser_penetration_tier + 1]
print(laser_penetration)
emit_signal("update_display")
rpc("other_laser_penetration_upgrade", get_tree().get_network_unique_id(), laser_penetration)
# pause if not multiplayer
if !get_tree().has_network_peer():
get_tree().paused = true
remote func other_laser_penetration_upgrade(id):
emit_signal("other_laser_penetration_upgrade", id)
# tell main about other ship's
# ALLOWS LASERS TO PENETRATE ENEMIES BEFORE EXPIRING #
######################################################
###############################################
# INCREASES THE FIRE RATE FOR PLAYERS' LASERS #
var next_bullet_delay_upgrade_cost = BULLET_DELAY_COST[bullet_delay_tier + 1]
func upgradeBulletDelay():
if bullet_delay_tier < 5:
if money >= BULLET_DELAY_COST[bullet_delay_tier + 1]:
bullet_delay_tier += 1
bullet_delay = BULLET_DELAY_DICT[bullet_delay_tier]
money -= BULLET_DELAY_COST[bullet_delay_tier]
ship_value += BULLET_DELAY_COST[bullet_delay_tier]
next_bullet_delay_upgrade_cost = BULLET_DELAY_COST[bullet_delay_tier + 1]
print(bullet_delay)
timer.set_wait_time(bullet_delay)
rpc("other_shooting_speed_upgrade", get_tree().get_network_unique_id(), bullet_delay)
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
# tell main about other ship's bullet_delay upgrade
remote func other_shooting_speed_upgrade(id, bullet_delay):
emit_signal("other_shooting_upgrade", id, bullet_delay)
# INCREASES THE FIRE RATE FOR PLAYERS' LASERS #
###############################################
############################################
# INCREASES DAMAGE DONE BY EACH LASER SHOT #
var next_laser_damage_upgrade_cost = LASER_DAMAGE_COST[laser_damage_tier + 1]
func upgradeLaserDamage():
if laser_damage_tier < 5:
if money >= LASER_DAMAGE_COST[laser_damage_tier + 1]:
laser_damage_tier += 1
laser_damage = LASER_DAMAGE_DICT[laser_damage_tier]
money -= LASER_DAMAGE_COST[laser_damage_tier]
ship_value += LASER_DAMAGE_COST[laser_damage_tier]
next_laser_damage_upgrade_cost = LASER_DAMAGE_COST[laser_damage_tier + 1]
print(laser_damage)
rpc("other_laser_damage_upgrade", get_tree().get_network_unique_id(), laser_damage)
emit_signal("update_display")
if !get_tree().has_network_peer():
get_tree().paused = true
# tell main about other ship's laser_damage upgrade
remote func other_laser_damage_upgrade(id, laser_damage):
emit_signal("other_damage_upgrade", id, laser_damage)
# INCREASES DAMAGE DONE BY EACH LASER SHOT #
############################################
func _ready(): func _ready():
# for measuring time between lasers # for measuring time between lasers
@ -239,25 +345,36 @@ func _ready():
# resets all upgrades to the default # resets all upgrades to the default
# refunds them with adjustable percentage returned # refunds them with adjustable percentage returned
# not currently 100%, so disabled
func _refund_button(): func _refund_button():
bullet_delay = BULLET_DELAY_TIER1 bullet_delay = BULLET_DELAY_DICT[1]
bullet_delay_tier = 0 bullet_delay_tier = 1
timer.set_wait_time(bullet_delay) timer.set_wait_time(bullet_delay)
laser_penetration = 0 laser_penetration = 0
double_laser = false double_laser = false
rainbow_is_on = false
changeColor(Color(1,1,1,1))
shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
money += ship_value*refund_percentage money += ship_value*refund_percentage
prints("Refunded ", ship_value*refund_percentage) prints("Refunded ", ship_value*refund_percentage)
ship_value = 0 ship_value = 0
emit_signal("update_display") emit_signal("update_display")
get_tree().paused = true #get_tree().paused = true
#Changes the ships color ############################
# Changes the ship's color #
func changeColor(color): func changeColor(color):
$AnimatedSprite.modulate = color $AnimatedSprite.modulate = color
if get_tree().has_network_peer(): if get_tree().has_network_peer():
rpc("_change_color", get_tree().get_network_unique_id(), color) rpc("_change_color", get_tree().get_network_unique_id(), color)
# tell main about other ship's color change
remote func _change_color(id, color):
emit_signal("other_ship_color_change", id, color)
# Changes the ship's color #
############################
func on_timeout_complete(): func on_timeout_complete():
can_shoot = true can_shoot = true
@ -274,22 +391,9 @@ func moveto(finger_position):
if (position.y > finger_position.y - 100 && finger_position.x < 800): if (position.y > finger_position.y - 100 && finger_position.x < 800):
velocity.y -= 1 velocity.y -= 1
remote func move_player(id, position, is_shooting): remote func move_player(id, position, is_shooting):
emit_signal("multiplayer_movement", id, position, is_shooting) emit_signal("multiplayer_movement", id, position, is_shooting)
remote func other_shooting_speed_upgrade(id, bullet_delay):
emit_signal("other_shooting_upgrade", id, bullet_delay)
remote func _change_color(id, color):
emit_signal("other_ship_color_change", id, color)
remote func _enable_rainbow(id):
emit_signal("other_ship_enable_rainbow", id)
remote func double_laser_upgrade(id):
emit_signal("double_laser_upgrade", id)
# the player's movement vector # the player's movement vector
var velocity = Vector2() var velocity = Vector2()
@ -329,8 +433,8 @@ func _process(delta):
is_shooting = true is_shooting = true
# if in multiplayer mode, push position and shooting status as often as possible # if in multiplayer mode, push position and shooting status as often as possible
if get_tree().has_network_peer(): #if get_tree().has_network_peer():
rpc("move_player", get_tree().get_network_unique_id(), position, is_shooting) # rpc_unreliable("move_player", get_tree().get_network_unique_id(), position, is_shooting)
# if shoot button is pressed, try shooting # if shoot button is pressed, try shooting
if Input.is_action_pressed("ui_accept"): if Input.is_action_pressed("ui_accept"):
@ -360,6 +464,7 @@ func shoot():
laser2.position.y = position.y + 28 laser2.position.y = position.y + 28
laser2.position.x = position.x + 46 laser2.position.x = position.x + 46
laser2.current_pen = laser_penetration laser2.current_pen = laser_penetration
laser2.damage = laser_damage
# don't shoot again until the timer resets # don't shoot again until the timer resets
can_shoot = false can_shoot = false
@ -370,9 +475,16 @@ func shoot():
func enable_the_rainbow(): func enable_the_rainbow():
if money >= 2000 && not rainbow_is_on: if money >= 2000 && not rainbow_is_on:
money -= 2000 money -= 2000
emit_signal("update_display")
rainbow_is_on = true rainbow_is_on = true
rpc("_enable_rainbow", get_tree().get_network_unique_id()) rpc("_enable_rainbow", get_tree().get_network_unique_id())
if !get_tree().has_network_peer():
get_tree().paused = true
remote func _enable_rainbow(id):
emit_signal("other_ship_enable_rainbow", id)
func rainbow(delta): func rainbow(delta):
if rainbow.r < 1 && r_up: if rainbow.r < 1 && r_up:
rainbow.r += rainbow_speed*delta/10 rainbow.r += rainbow_speed*delta/10
@ -397,9 +509,10 @@ func rainbow(delta):
$AnimatedSprite.modulate = rainbow $AnimatedSprite.modulate = rainbow
var gameover
# displays endgame screen and pauses # displays endgame screen and pauses
func gameOver(): func gameOver():
var gameover = preload("res://GameOver.tscn").instance() gameover = preload("res://GameOver.tscn").instance()
add_child(gameover) add_child(gameover)
gameover.connect("restart", self, "restart_game") gameover.connect("restart", self, "restart_game")
# gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button") # gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
@ -412,3 +525,8 @@ func restart_game():
get_tree().paused = false get_tree().paused = false
money = STARTING_MONEY money = STARTING_MONEY
emit_signal("restart_game") emit_signal("restart_game")
gameover.queue_free()
func _on_Timer_timeout():
if get_tree().has_network_peer():
rpc_unreliable("move_player", get_tree().get_network_unique_id(), position, is_shooting)

View File

@ -17,7 +17,7 @@ animations = [ {
[sub_resource type="CapsuleShape2D" id=2] [sub_resource type="CapsuleShape2D" id=2]
custom_solver_bias = 0.0 custom_solver_bias = 0.0
radius = 12.8998 radius = 25.7545
height = 40.4125 height = 40.4125
[node name="Player" type="Area2D"] [node name="Player" type="Area2D"]
@ -46,8 +46,18 @@ _sections_unfolded = [ "Transform" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"] [node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
position = Vector2( 45.5518, -3.09424 ) position = Vector2( 5.85673, 1.31631 )
rotation = 1.5708
shape = SubResource( 2 ) shape = SubResource( 2 )
_sections_unfolded = [ "Material", "Transform", "Visibility", "Z Index" ] _sections_unfolded = [ "Material", "Transform", "Visibility", "Z Index" ]
[node name="Timer" type="Timer" parent="." index="2"]
process_mode = 1
wait_time = 0.02
one_shot = false
autostart = true
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]

View File

@ -1,7 +1,7 @@
extends "res://Bad.gd" extends "res://Bad.gd"
func _ready(): func _ready():
health = 500 health = 500 #500
speed = 50 speed = 50
pass pass
@ -20,20 +20,20 @@ func _process(delta):
if centered_x && centered_y: if centered_x && centered_y:
$StarSprite.rotation += delta*10 $StarSprite.rotation += delta*10
position.x -= delta*500 position.x -= delta*500
if position.x < 0: if position.x < -50:
emit_signal("health_up", 200) emit_signal("health_up", 200)
queue_free() queue_free()
if position.x < 500:
position.x += delta*100
elif position.x > 524:
position.x -= delta*100
else: else:
centered_x = true if position.x < 500:
position.x += delta*(544-position.x)+1
elif position.x > 524:
position.x -= delta*(position.x-480)+1
else:
centered_x = true
if position.y < 280: if position.y < 280:
position.y += delta*100 position.y += delta*(320-position.y)+1
elif position.y > 320: elif position.y > 320:
position.y -= delta*100 position.y -= delta*(position.y-280)+1
else: else:
centered_y = true centered_y = true

View File

@ -30,9 +30,12 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[node name="Prison" instance=ExtResource( 1 )] [node name="Prison" groups=[
"enemies",
] instance=ExtResource( 1 )]
scale = Vector2( 0.2, 0.2 ) scale = Vector2( 0.2, 0.2 )
collision_layer = 4
script = ExtResource( 2 ) script = ExtResource( 2 )
_sections_unfolded = [ "Collision", "Transform" ] _sections_unfolded = [ "Collision", "Transform" ]

View File

@ -1,8 +1,6 @@
extends Area2D extends Area2D
# class member variables go here, for example: var damage = 20
# var a = 2
# var b = "textvar"
func _ready(): func _ready():
# Called every time the node is added to the scene. # Called every time the node is added to the scene.

View File

@ -28,7 +28,7 @@ export (PackedScene) var Laser
#### MAYBE ADD A HEALTH BAR TO MAIN ITSELF #### #### MAYBE ADD A HEALTH BAR TO MAIN ITSELF ####
#var health = 3000 #var health = 3000
# DEFAULT: # DEFAULT:
var starting_health = 20000 var starting_health = 3000
var health = starting_health var health = starting_health
var timer = null var timer = null
@ -88,7 +88,7 @@ func _process(delta):
if health > 1000: if health > 1000:
position.y -= delta*speed_multiplier position.y -= delta*speed_multiplier
if health < -3000 && $Inside/InsideBadSprite.rotation_degrees < 180: if health < -1*(starting_health/10) && $Inside/InsideBadSprite.rotation_degrees < 180:
$Inside/InsideBadSprite.rotation_degrees += delta*20 $Inside/InsideBadSprite.rotation_degrees += delta*20
if $Inside/InsideBadSprite.rotation_degrees > 179 && $Inside/InsideBadSprite.rotation_degrees < 190: if $Inside/InsideBadSprite.rotation_degrees > 179 && $Inside/InsideBadSprite.rotation_degrees < 190:
@ -150,33 +150,33 @@ func _on_Inside_area_entered(area):
emit_signal("boss_health", health, starting_health) emit_signal("boss_health", health, starting_health)
func updateOutsideSprite(): func updateOutsideSprite():
if health > 18000: if health > starting_health*.9:
$BigBadSprite.frame = 0 $BigBadSprite.frame = 0
elif health > 16000: elif health > starting_health*.8:
$BigBadSprite.frame = 1 $BigBadSprite.frame = 1
elif health > 14000: elif health > starting_health*.7:
$BigBadSprite.frame = 2 $BigBadSprite.frame = 2
elif health > 12000: elif health > starting_health*.6:
$BigBadSprite.frame = 3 $BigBadSprite.frame = 3
elif health > 10000: elif health > starting_health*.5:
$BigBadSprite.frame = 4 $BigBadSprite.frame = 4
elif health > 9000: elif health > starting_health*.45:
$BigBadSprite.frame = 5 $BigBadSprite.frame = 5
elif health > 8000: elif health > starting_health*.4:
$BigBadSprite.frame = 6 $BigBadSprite.frame = 6
elif health > 7000: elif health > starting_health*.35:
$BigBadSprite.frame = 7 $BigBadSprite.frame = 7
elif health > 6000: elif health > starting_health*.3:
$BigBadSprite.frame = 8 $BigBadSprite.frame = 8
elif health > 5000: elif health > starting_health*.25:
$BigBadSprite.frame = 9 $BigBadSprite.frame = 9
elif health > 4000: elif health > starting_health*.2:
$BigBadSprite.frame = 10 $BigBadSprite.frame = 10
elif health > 3000: elif health > starting_health*.15:
$BigBadSprite.frame = 11 $BigBadSprite.frame = 11
elif health > 2000: elif health > starting_health*.1:
$BigBadSprite.frame = 12 $BigBadSprite.frame = 12
elif health > 1500: elif health > starting_health*.075:
timer.stop() timer.stop()
$BigBadSprite.frame = 13 $BigBadSprite.frame = 13
$Inside/InsideBadSprite.frame = 2 $Inside/InsideBadSprite.frame = 2

View File

@ -51,7 +51,9 @@ animations = [ {
custom_solver_bias = 0.0 custom_solver_bias = 0.0
extents = Vector2( 404.313, 217.774 ) extents = Vector2( 404.313, 217.774 )
[node name="RectangleBoss" type="Area2D"] [node name="RectangleBoss" type="Area2D" index="0" groups=[
"enemies",
]]
position = Vector2( 336.401, -1.22772 ) position = Vector2( 336.401, -1.22772 )
scale = Vector2( 0.25, 0.25 ) scale = Vector2( 0.25, 0.25 )

13
RectangleReturn.gd Normal file
View File

@ -0,0 +1,13 @@
extends "res://Bad.gd"
func _ready():
speed = 0
#$RightArm/BadLaser.independent = false
#$RightArm/BadLaser.health_multi = 3
#$LeftArm/BadLaser.independent = false
#$LeftArm/BadLaser.health_multi = 3
pass
func _process(delta):
$RightArm/UpperArm.rotate(delta)
pass

107
RectangleReturn.tscn Normal file
View File

@ -0,0 +1,107 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Bad.tscn" type="PackedScene" id=1]
[ext_resource path="res://RectangleReturn.gd" type="Script" id=2]
[ext_resource path="res://art/bad/rectangle/return_arm.png" type="Texture" id=3]
[ext_resource path="res://BadLaser.tscn" type="PackedScene" id=4]
[sub_resource type="RectangleShape2D" id=2]
custom_solver_bias = 0.0
extents = Vector2( 43.4086, 153.113 )
[sub_resource type="RectangleShape2D" id=3]
custom_solver_bias = 0.0
extents = Vector2( 42.0251, 121.071 )
[node name="RectangleReturn" index="0" instance=ExtResource( 1 )]
script = ExtResource( 2 )
[node name="RightArm" type="Area2D" parent="." index="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"
[node name="Forearm" type="RigidBody2D" parent="RightArm" index="0"]
input_pickable = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 0.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
linear_velocity = Vector2( 0, 0 )
linear_damp = -1.0
angular_velocity = 0.0
angular_damp = -1.0
[node name="Sprite" type="Sprite" parent="RightArm/Forearm" index="0"]
position = Vector2( 2.44351, 136.022 )
scale = Vector2( 0.25, 0.25 )
texture = ExtResource( 3 )
_sections_unfolded = [ "Transform" ]
[node name="BadLaser" parent="RightArm/Forearm" index="1" instance=ExtResource( 4 )]
position = Vector2( 0.575623, 2.26275 )
SPEED = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="RightArm/Forearm" index="2"]
position = Vector2( 4, 95 )
shape = SubResource( 2 )
[node name="UpperArm" type="RigidBody2D" parent="RightArm" index="1"]
editor/display_folded = true
position = Vector2( 6.58612, 372.305 )
input_pickable = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 0.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
linear_velocity = Vector2( 0, 0 )
linear_damp = -1.0
angular_velocity = 0.0
angular_damp = -1.0
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="RightArm/UpperArm" index="0"]
scale = Vector2( 0.26, 0.26 )
texture = ExtResource( 3 )
_sections_unfolded = [ "Transform" ]
[node name="CollisionShape2D" type="CollisionShape2D" parent="RightArm/UpperArm" index="1"]
position = Vector2( 0, -1 )
shape = SubResource( 3 )

21
SettingsMenu.tscn Normal file
View File

@ -0,0 +1,21 @@
[gd_scene format=2]
[node name="Node" type="Node" 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 = 1022.0
margin_bottom = 600.0
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 )

2
TODO
View File

@ -1,4 +1,6 @@
* Get the game on F-Droid * Get the game on F-Droid
* A more explicit "wave" system
* Different types of fire. Slow enemies down? Area of effect?
* More enemy variety * More enemy variety
* A way of increasing difficulty without it suddenly becoming impossible * A way of increasing difficulty without it suddenly becoming impossible
* Mothership art * Mothership art

View File

@ -1,32 +1,65 @@
extends Node2D extends Node2D
var current_target signal upgrade_turret
var can_shoot = true var can_shoot = true
var damage = 15
var reload_time = 1.5
var current_bad_id
var current_bad = null
var current_bad_shape
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_SCALE_TIER = {1:Vector2(.12,.12), 2:Vector2(.2,.2), 3:Vector2(.2,.2), 4:Vector2(.2,.2)}
var enemy_count = 0
func _ready(): func _ready():
$ReloadTimer.wait_time = RELOAD_TIER[tier]
damage = DAMAGE_TIER[tier]
$Range.scale = RANGE_TIER[tier]
$TurretSprite.animation = ANIMATION_TIER[tier]
$TurretSprite.scale = ANIMATION_SCALE_TIER[tier]
$Damage.text = str(damage)
pass pass
var zeroPoint = Vector2(-60, -1015) var zeroPoint = Vector2(-60, -1015)
func _process(delta): func _process(delta):
pass if current_bad:
var wr = weakref(current_bad)
if wr.get_ref():
if current_bad != null:
var local_pos = Vector2()
local_pos = to_local(current_bad.position)
$Beam.set_point_position(1, local_pos)
$TurretSprite.rotation = ($Beam.get_point_position(0).angle_to($Beam.get_point_position(1))) + PI/5.3
if ("Bad" in current_bad.get_name()) && can_shoot:
$Beam.default_color.a = 200
$TurretSprite.frame = 1
if current_bad.health > damage:
current_bad.hit(self)
else:
current_bad.hit(self)
current_bad = null
$FlashTimer.start()
can_shoot = false
func entityEnteredRange(bad_id, bad, bad_shape, self_shape): func entityEnteredRange(bad_id, bad, bad_shape, self_shape):
print(bad.get_name()) #print(bad.get_name())
if ("Bad" in bad.get_name()) && can_shoot: if ("Bad" in bad.get_name() || "Black" in bad.get_name() || "Boss" in bad.get_name()):# && current_bad == null:
current_target = bad_id current_bad = bad
#var local_pos = zeroPoint + area.position current_bad_id = bad_id
var local_pos = Vector2() current_bad_shape = bad_shape
local_pos = to_local(bad.position) enemy_count += 1
$Beam.set_point_position(1, local_pos) print(enemy_count)
$TurretSprite.rotation = ($Beam.get_point_position(0).angle_to($Beam.get_point_position(1))) + PI/5.3
print($Beam.get_point_position(0).angle_to($Beam.get_point_position(1)))
$Beam.default_color.a = 200
$TurretSprite.frame = 1
bad.hit("turret")
$FlashTimer.start()
can_shoot = false
func _on_FlashTimer_timeout(): func _on_FlashTimer_timeout():
$Beam.default_color.a = 0 $Beam.default_color.a = 0
@ -36,3 +69,30 @@ func _on_FlashTimer_timeout():
func _on_ReloadTimer_timeout(): func _on_ReloadTimer_timeout():
can_shoot = true can_shoot = true
pass # replace with function body pass # replace with function body
func entityExitedRange(bad_id, bad, bad_shape, self_shape):
if weakref(bad):
if ("Bad" in bad.get_name()):
enemy_count -= 1
if bad_id == current_bad_id:
current_bad = null
current_bad_id = null
current_bad_shape = null
func _on_OpenMenuButton_pressed():
var menu = preload("res://TurretMenu.tscn").instance()
add_child(menu)
menu.connect("turret_upgrade", self, "upgradeTurret")
func upgradeTurret():
tier += 1
$ReloadTimer.wait_time = RELOAD_TIER[tier]
damage = DAMAGE_TIER[tier]
$Range.scale = RANGE_TIER[tier]
$TurretSprite.animation = ANIMATION_TIER[tier]
$TurretSprite.scale = ANIMATION_SCALE_TIER[tier]
func relayUpgrade():
print("relayUpgrade()")
emit_signal("upgrade_turret", position)

View File

@ -1,8 +1,11 @@
[gd_scene load_steps=6 format=2] [gd_scene load_steps=10 format=2]
[ext_resource path="res://Turret.gd" type="Script" id=1] [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/turret2.png" type="Texture" id=2]
[ext_resource path="res://art/turret/shootin.png" type="Texture" id=3] [ext_resource path="res://art/turret/shootin2.png" type="Texture" id=3]
[ext_resource path="res://art/turret/turret.png" type="Texture" id=4]
[ext_resource path="res://art/turret/shootin.png" type="Texture" id=5]
[ext_resource path="res://art/hand-numbs.ttf" type="DynamicFontData" id=6]
[sub_resource type="CircleShape2D" id=1] [sub_resource type="CircleShape2D" id=1]
@ -14,10 +17,23 @@ radius = 32.0821
animations = [ { animations = [ {
"frames": [ ExtResource( 2 ), ExtResource( 3 ) ], "frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
"loop": true, "loop": true,
"name": "default", "name": "spike",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 5 ) ],
"loop": true,
"name": "plain",
"speed": 5.0 "speed": 5.0
} ] } ]
[sub_resource type="DynamicFont" id=3]
size = 50
use_mipmaps = false
use_filter = false
font_data = ExtResource( 6 )
_sections_unfolded = [ "Font", "Settings" ]
[node name="Turret" type="Node2D"] [node name="Turret" type="Node2D"]
script = ExtResource( 1 ) script = ExtResource( 1 )
@ -30,13 +46,16 @@ points = PoolVector2Array( 26.4234, -6.61987, 2000, 0 )
width = 10.0 width = 10.0
default_color = Color( 1, 0, 0, 0 ) default_color = Color( 1, 0, 0, 0 )
texture_mode = 31 texture_mode = 31
begin_cap_mode = 2
end_cap_mode = 2
sharp_limit = 2.0 sharp_limit = 2.0
round_precision = 8 round_precision = 8
_sections_unfolded = [ "Border", "Capping" ]
[node name="Range" type="Area2D" parent="." index="1"] [node name="Range" type="Area2D" parent="." index="1"]
position = Vector2( -51.824, -18.5961 ) position = Vector2( -51.824, -18.5961 )
scale = Vector2( 30.8534, 30.8534 ) scale = Vector2( 30, 30 )
input_pickable = true input_pickable = true
gravity_vec = Vector2( 0, 1 ) gravity_vec = Vector2( 0, 1 )
gravity = 98.0 gravity = 98.0
@ -47,14 +66,16 @@ collision_layer = 31
collision_mask = 31 collision_mask = 31
audio_bus_override = false audio_bus_override = false
audio_bus_name = "Master" audio_bus_name = "Master"
_sections_unfolded = [ "Collision" ] _sections_unfolded = [ "Collision", "Transform" ]
__meta__ = { __meta__ = {
"_edit_group_": true "_edit_group_": true
} }
[node name="RangeCircle" type="CollisionShape2D" parent="Range" index="0"] [node name="RangeCircle" type="CollisionShape2D" parent="Range" index="0"]
scale = Vector2( 0.5, 0.5 )
shape = SubResource( 1 ) shape = SubResource( 1 )
_sections_unfolded = [ "Transform", "Visibility" ]
[node name="FlashTimer" type="Timer" parent="." index="2"] [node name="FlashTimer" type="Timer" parent="." index="2"]
@ -75,13 +96,65 @@ autostart = true
rotation = 0.785398 rotation = 0.785398
scale = Vector2( 0.12, 0.12 ) scale = Vector2( 0.12, 0.12 )
frames = SubResource( 2 ) frames = SubResource( 2 )
animation = "default" animation = "plain"
_sections_unfolded = [ "Transform" ] _sections_unfolded = [ "Transform" ]
[node name="OpenMenuButton" type="Button" parent="." index="5"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -81.0
margin_top = -76.0
margin_right = 82.0
margin_bottom = 77.0
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="Damage" type="Label" parent="." index="6"]
visible = false
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = -32.0
margin_top = -20.0
margin_right = 13.0
margin_bottom = 20.0
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
custom_fonts/font = SubResource( 3 )
text = "15"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "custom_fonts" ]
[connection signal="area_shape_entered" from="Range" to="." method="entityEnteredRange"] [connection signal="area_shape_entered" from="Range" to="." method="entityEnteredRange"]
[connection signal="area_shape_exited" from="Range" to="." method="entityExitedRange"]
[connection signal="timeout" from="FlashTimer" to="." method="_on_FlashTimer_timeout"] [connection signal="timeout" from="FlashTimer" to="." method="_on_FlashTimer_timeout"]
[connection signal="timeout" from="ReloadTimer" to="." method="_on_ReloadTimer_timeout"] [connection signal="timeout" from="ReloadTimer" to="." method="_on_ReloadTimer_timeout"]
[connection signal="pressed" from="OpenMenuButton" to="." method="_on_OpenMenuButton_pressed"]

115
TurretMenu.gd Normal file
View File

@ -0,0 +1,115 @@
#
# 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:
$Turret.visible = true
else:
$Upgrade/Button.text = str("Upgrade: $", TIER_COST[get_parent().tier+1])
if get_parent().tier >= 4:
$Upgrade/Button.visible = false
func _input(event):
if $Turret.visible == true:
if (event is InputEventScreenTouch || event is InputEventScreenDrag):
if event.position.x < 800:
$Turret.position.x = event.position.x + 100*(event.position.x/800)
$Turret.position.y = event.position.y - 100
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 $Turret.visible == true:
velocity = Vector2()
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"):
velocity.y += 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if (velocity.length() > 0):
velocity = velocity.normalized() * 500
$Turret.position += velocity * delta
if get_parent().has_method("upgradeTurret") == true:
$Upgrade.visible = true
$Turret.visible = false
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()
func acceptTurret():
if get_parent().has_method("upgradeTurret") == true:
queue_free()
else:
get_tree().paused = false
emit_signal("buy_turret", $Turret.position, DEFAULT_TURRET_COST)
#get_parent().has_turret = true
$Accept.visible = false
$Back.visible = true
$Turret.visible = false
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])

231
TurretMenu.tscn Normal file
View File

@ -0,0 +1,231 @@
[gd_scene load_steps=9 format=2]
[ext_resource path="res://TurretMenu.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]
[ext_resource path="res://Turret.tscn" type="PackedScene" id=5]
[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="TurretMenu" 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="Turret" parent="." index="4" instance=ExtResource( 5 )]
visible = false
position = Vector2( 550, 300 )
scale = Vector2( 0.25, 0.25 )
[node name="Upgrade" type="Node2D" parent="." index="5"]
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

@ -22,31 +22,60 @@ extends Node
signal refund signal refund
signal speed_upgrade signal speed_upgrade
signal bullet_delay_upgrade signal bullet_delay_upgrade
signal laser_damage_upgrade
signal double_laser_upgrade signal double_laser_upgrade
signal laser_penetration_upgrade
signal add_laser signal add_laser
signal plasma_lasers signal plasma_lasers
signal menu_closed signal menu_closed
signal change_color signal change_color
signal taste_the_rainbow signal taste_the_rainbow
signal unlock_turrets
signal buy_turret
signal turret_menu
const DEFAULT_TURRET_COST = 1000
var turret_cost = DEFAULT_TURRET_COST
var laser_damage_tier
var bullet_delay_tier var bullet_delay_tier
var shooting_speed_tier var shooting_speed_tier
var laser_penetration_tier
var double_lasers var double_lasers
var turrets_unlocked = false
var has_turret
func _ready(): func _ready():
get_tree().paused = true
bullet_delay_tier = get_parent().bullet_delay_tier bullet_delay_tier = get_parent().bullet_delay_tier
$ShootingSpeedUpgrade/Icon.frame = bullet_delay_tier $ShootingSpeedUpgrade/Icon.frame = bullet_delay_tier
if get_tree().has_network_peer():
$ColorRect.color = Color(1,1,1,0.5) if get_parent().next_laser_damage_upgrade_cost == 0:
$LaserDamageUpgrade/Cost.text = str("Sold Out!")
else: else:
$ColorRect.color = Color(0,0,0,1) $LaserDamageUpgrade/Cost.text = str("$", get_parent().next_laser_damage_upgrade_cost)
if get_parent().next_bullet_delay_upgrade_cost == 0:
$ShootingSpeedUpgrade/Cost.text = str("Sold Out!")
else:
$ShootingSpeedUpgrade/Cost.text = str("$", get_parent().next_bullet_delay_upgrade_cost)
if get_parent().next_penetration_upgrade_cost == 0:
$LaserPenetrationUpgrade/Cost.text = str("Sold Out!")
else:
$LaserPenetrationUpgrade/Cost.text = str("$", get_parent().next_penetration_upgrade_cost)
$ColorRect.color = Color(0,0,0,1)
func _process(delta): func _process(delta):
$ShootingSpeedUpgrade/Icon.frame = bullet_delay_tier $ShootingSpeedUpgrade/Icon.frame = bullet_delay_tier-1
$LaserDamageUpgrade/Icon.frame = laser_damage_tier-1
$LaserPenetrationUpgrade/Icon.frame = laser_penetration_tier-1
if (Input.is_action_pressed("ui_quit")): if (Input.is_action_pressed("ui_quit")):
get_tree().quit() get_tree().quit()
if Input.is_action_pressed("ui_accept"): #if Input.is_action_pressed("ui_accept"):
_on_Button_pressed() # _on_Button_pressed()
func _on_Button_pressed(): func _on_Button_pressed():
get_tree().paused = false get_tree().paused = false
@ -63,6 +92,10 @@ func _on_ShootingSpeedUpgrade_pressed():
get_tree().paused = false get_tree().paused = false
emit_signal("bullet_delay_upgrade") emit_signal("bullet_delay_upgrade")
bullet_delay_tier = get_parent().bullet_delay_tier bullet_delay_tier = get_parent().bullet_delay_tier
if get_parent().next_bullet_delay_upgrade_cost == 0:
$ShootingSpeedUpgrade/Cost.text = str("Sold Out!")
else:
$ShootingSpeedUpgrade/Cost.text = str("$", get_parent().next_bullet_delay_upgrade_cost)
func _on_DoubleLaserUpgrade_pressed(): func _on_DoubleLaserUpgrade_pressed():
get_tree().paused = false get_tree().paused = false
@ -89,7 +122,6 @@ func _on_MediumSpringGreen_pressed():
func _on_Tomato_pressed(): func _on_Tomato_pressed():
emit_signal("change_color", "ff3e2d") emit_signal("change_color", "ff3e2d")
prints("put tomato in dere")
func _on_DarkenedLawnGreen_pressed(): func _on_DarkenedLawnGreen_pressed():
emit_signal("change_color", "7bd126") emit_signal("change_color", "7bd126")
@ -97,7 +129,39 @@ func _on_DarkenedLawnGreen_pressed():
func _on_DeepSkyBlue_pressed(): func _on_DeepSkyBlue_pressed():
emit_signal("change_color", "00bfff") emit_signal("change_color", "00bfff")
#### NOT PAUSING GAME? ####
func _on_Rainbow_pressed(): func _on_Rainbow_pressed():
get_tree().paused = false get_tree().paused = false
emit_signal("taste_the_rainbow") emit_signal("taste_the_rainbow")
func _on_Laser_Damage_Upgrade():
get_tree().paused = false
emit_signal("laser_damage_upgrade")
laser_damage_tier = get_parent().laser_damage_tier
if get_parent().next_laser_damage_upgrade_cost == 0:
$LaserDamageUpgrade/Cost.text = str("Sold Out!")
else:
$LaserDamageUpgrade/Cost.text = str("$", get_parent().next_laser_damage_upgrade_cost)
func _on_Laser_Penetration_Upgrade():
get_tree().paused = false
emit_signal("laser_penetration_upgrade")
laser_penetration_tier = get_parent().laser_penetration_tier
$LaserPenetrationUpgrade/Icon.frame = laser_penetration_tier
if get_parent().next_penetration_upgrade_cost == 0:
$LaserPenetrationUpgrade/Cost.text = str("Sold Out!")
else:
$LaserPenetrationUpgrade/Cost.text = str("$", get_parent().next_penetration_upgrade_cost)
func openTurretMenu():
emit_signal("turret_menu")
func _on_TurretsButton_pressed():
get_tree().paused = false
emit_signal("unlock_turrets")
turrets_unlocked = get_parent().turrets_unlocked
"""
if get_parent().money >= turret_cost:
var turret = preload("res://Turret.tscn").instance()
turret.set_name(turret.get_name())
newTurret = turret.get_name()
"""

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=18 format=2] [gd_scene load_steps=35 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/shootingspeed1.png" type="Texture" id=2]
@ -6,13 +6,25 @@
[ext_resource path="res://art/upgrade_menu/shootingspeed3.png" type="Texture" id=4] [ext_resource path="res://art/upgrade_menu/shootingspeed3.png" type="Texture" id=4]
[ext_resource path="res://art/upgrade_menu/shootingspeed4.png" type="Texture" id=5] [ext_resource path="res://art/upgrade_menu/shootingspeed4.png" type="Texture" id=5]
[ext_resource path="res://art/upgrade_menu/shootingspeed5.png" type="Texture" id=6] [ext_resource path="res://art/upgrade_menu/shootingspeed5.png" type="Texture" id=6]
[ext_resource path="res://art/upgrade_menu/shipspeed1.png" type="Texture" id=7] [ext_resource path="res://art/hand-numbs.ttf" type="DynamicFontData" id=7]
[ext_resource path="res://art/upgrade_menu/shipspeed2.png" type="Texture" id=8] [ext_resource path="res://art/upgrade_menu/shipspeed1.png" type="Texture" id=8]
[ext_resource path="res://art/upgrade_menu/shipspeed3.png" type="Texture" id=9] [ext_resource path="res://art/upgrade_menu/shipspeed2.png" type="Texture" id=9]
[ext_resource path="res://art/upgrade_menu/shipspeed4.png" type="Texture" id=10] [ext_resource path="res://art/upgrade_menu/shipspeed3.png" type="Texture" id=10]
[ext_resource path="res://art/upgrade_menu/shipspeed5.png" type="Texture" id=11] [ext_resource path="res://art/upgrade_menu/shipspeed4.png" type="Texture" id=11]
[ext_resource path="res://art/ColorSelect.png" type="Texture" id=12] [ext_resource path="res://art/upgrade_menu/shipspeed5.png" type="Texture" id=12]
[ext_resource path="res://art/upgrade_menu/doublelasers.png" type="Texture" id=13] [ext_resource path="res://art/ColorSelect.png" type="Texture" id=13]
[ext_resource path="res://art/upgrade_menu/doublelasers.png" type="Texture" id=14]
[ext_resource path="res://art/upgrade_menu/shootingdamage1.png" type="Texture" id=15]
[ext_resource path="res://art/upgrade_menu/shootingdamage2.png" type="Texture" id=16]
[ext_resource path="res://art/upgrade_menu/shootingdamage3.png" type="Texture" id=17]
[ext_resource path="res://art/upgrade_menu/shootingdamage4.png" type="Texture" id=18]
[ext_resource path="res://art/upgrade_menu/shootingdamage5.png" type="Texture" id=19]
[ext_resource path="res://art/upgrade_menu/laserpenetration1.png" type="Texture" id=20]
[ext_resource path="res://art/upgrade_menu/laserpenetration2.png" type="Texture" id=21]
[ext_resource path="res://art/upgrade_menu/laserpenetration3.png" type="Texture" id=22]
[ext_resource path="res://art/upgrade_menu/laserpenetration4.png" type="Texture" id=23]
[ext_resource path="res://art/upgrade_menu/laserpenetration5.png" type="Texture" id=24]
[ext_resource path="res://art/upgrade_menu/buyturrets.png" type="Texture" id=25]
[sub_resource type="Theme" id=1] [sub_resource type="Theme" id=1]
@ -26,20 +38,63 @@ animations = [ {
"speed": 5.0 "speed": 5.0
} ] } ]
[sub_resource type="SpriteFrames" id=3] [sub_resource type="DynamicFont" id=3]
size = 40
use_mipmaps = false
use_filter = true
font_data = ExtResource( 7 )
_sections_unfolded = [ "Font", "Settings" ]
[sub_resource type="SpriteFrames" id=4]
animations = [ { animations = [ {
"frames": [ ExtResource( 7 ), ExtResource( 8 ), ExtResource( 9 ), ExtResource( 10 ), ExtResource( 11 ) ], "frames": [ ExtResource( 8 ), ExtResource( 9 ), ExtResource( 10 ), ExtResource( 11 ), ExtResource( 12 ) ],
"loop": true, "loop": true,
"name": "New Anim", "name": "New Anim",
"speed": 5.0 "speed": 5.0
} ] } ]
_sections_unfolded = [ "Resource" ] _sections_unfolded = [ "Resource" ]
[sub_resource type="SpriteFrames" id=4] [sub_resource type="SpriteFrames" id=5]
animations = [ { animations = [ {
"frames": [ ExtResource( 13 ) ], "frames": [ ExtResource( 14 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="SpriteFrames" id=6]
animations = [ {
"frames": [ ExtResource( 15 ), ExtResource( 16 ), ExtResource( 17 ), ExtResource( 18 ), ExtResource( 19 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="DynamicFont" id=7]
size = 80
use_mipmaps = false
use_filter = true
font_data = ExtResource( 7 )
_sections_unfolded = [ "Font", "Settings" ]
[sub_resource type="SpriteFrames" id=8]
animations = [ {
"frames": [ ExtResource( 20 ), ExtResource( 21 ), ExtResource( 22 ), ExtResource( 23 ), ExtResource( 24 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="SpriteFrames" id=9]
animations = [ {
"frames": [ ExtResource( 25 ) ],
"loop": true, "loop": true,
"name": "default", "name": "default",
"speed": 5.0 "speed": 5.0
@ -90,20 +145,21 @@ toggle_mode = false
enabled_focus_mode = 2 enabled_focus_mode = 2
shortcut = null shortcut = null
group = null group = null
text = "Resume" text = "Continue"
flat = false flat = false
align = 1 align = 1
[node name="Refund" type="Button" parent="." index="2"] [node name="Refund" type="Button" parent="." index="2"]
visible = false
anchor_left = 0.0 anchor_left = 0.0
anchor_top = 0.0 anchor_top = 0.0
anchor_right = 0.0 anchor_right = 0.0
anchor_bottom = 0.0 anchor_bottom = 0.0
margin_left = 860.0 margin_left = 840.0
margin_top = 250.0 margin_top = 440.0
margin_right = 984.0 margin_right = 964.0
margin_bottom = 353.0 margin_bottom = 543.0
rect_pivot_offset = Vector2( 0, 0 ) rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false rect_clip_content = false
focus_mode = 2 focus_mode = 2
@ -121,15 +177,17 @@ align = 1
[node name="ShootingSpeedUpgrade" type="Node" parent="." index="3"] [node name="ShootingSpeedUpgrade" type="Node" parent="." index="3"]
editor/display_folded = true
[node name="Button" type="Button" parent="ShootingSpeedUpgrade" index="0"] [node name="Button" type="Button" parent="ShootingSpeedUpgrade" index="0"]
anchor_left = 0.0 anchor_left = 0.0
anchor_top = 0.0 anchor_top = 0.0
anchor_right = 0.0 anchor_right = 0.0
anchor_bottom = 0.0 anchor_bottom = 0.0
margin_left = 400.0 margin_left = 249.0
margin_top = 40.0 margin_top = 40.0
margin_right = 660.0 margin_right = 505.0
margin_bottom = 198.0 margin_bottom = 198.0
rect_pivot_offset = Vector2( 0, 0 ) rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false rect_clip_content = false
@ -147,13 +205,41 @@ align = 1
[node name="Icon" type="AnimatedSprite" parent="ShootingSpeedUpgrade" index="1"] [node name="Icon" type="AnimatedSprite" parent="ShootingSpeedUpgrade" index="1"]
position = Vector2( 530, 120 ) light_mask = 0
position = Vector2( 375, 120 )
scale = Vector2( 0.392712, 0.392712 ) scale = Vector2( 0.392712, 0.392712 )
frames = SubResource( 2 ) frames = SubResource( 2 )
animation = "default" animation = "default"
_sections_unfolded = [ "Visibility" ]
[node name="Cost" type="Label" parent="ShootingSpeedUpgrade" index="2"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 327.0
margin_top = 22.0
margin_right = 536.0
margin_bottom = 85.0
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
custom_fonts/font = SubResource( 3 )
custom_colors/font_color = Color( 0.272552, 1, 0.230469, 1 )
text = "$100"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "custom_colors", "custom_fonts" ]
[node name="ShipSpeedUpgrade" type="Node" parent="." index="4"] [node name="ShipSpeedUpgrade" type="Node" parent="." index="4"]
editor/display_folded = true
[node name="Button" type="Button" parent="ShipSpeedUpgrade" index="0"] [node name="Button" type="Button" parent="ShipSpeedUpgrade" index="0"]
visible = false visible = false
@ -182,18 +268,25 @@ align = 1
[node name="Icon" type="AnimatedSprite" parent="ShipSpeedUpgrade" index="1"] [node name="Icon" type="AnimatedSprite" parent="ShipSpeedUpgrade" index="1"]
visible = false visible = false
light_mask = 0
position = Vector2( 530, 310 ) position = Vector2( 530, 310 )
scale = Vector2( 0.392712, 0.392712 ) scale = Vector2( 0.392712, 0.392712 )
frames = SubResource( 3 ) frames = SubResource( 4 )
animation = "New Anim" animation = "New Anim"
_sections_unfolded = [ "Visibility" ]
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@ -438,7 +531,9 @@ align = 1
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