[gd_scene load_steps=7 format=2] [ext_resource path="res://Laser.tscn" type="PackedScene" id=1] [ext_resource path="res://art/player/Rocket1.png" type="Texture" id=2] [ext_resource path="res://art/player/Rocket2.png" type="Texture" id=3] [sub_resource type="GDScript" id=3] script/source = "extends Area2D signal update_display # tells parent to update points 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 ship_speed_upgrade signal shooting_speed_fully_upgraded signal ship_speed_fully_upgraded signal restart_game signal multiplayer_movement export (PackedScene) var Laser ################################ #THINGS THAT MAY NEED ADJUSTING ################################# #Default ship strengths and costs const BULLET_DELAY_TIER1 = 0.8 const BULLET_DELAY_TIER2 = 0.5 const BULLET_DELAY_TIER3 = 0.2 const BULLET_DELAY_TIER4 = 0.1 const BULLET_DELAY_TIER5 = 0.05 const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500 const BULLET_DELAY_MINIMUM = 0.01 const BULLET_DELAY_TIER2_COST = 100 const BULLET_DELAY_TIER3_COST = 200 const BULLET_DELAY_TIER4_COST = 400 const BULLET_DELAY_TIER5_COST = 1000 const SHIP_SPEED_TIER1 = 150 const SHIP_SPEED_TIER2 = 200 const SHIP_SPEED_TIER3 = 300 const SHIP_SPEED_TIER4 = 500 const SHIP_SPEED_TIER5 = 800 const SHIP_SPEED_UPGRADE_DEFAULT = 1500 const SHIP_SPEED_MAXIMUM = 1200 const SHIP_SPEED_TIER2_COST = 200 const SHIP_SPEED_TIER3_COST = 400 const SHIP_SPEED_TIER4_COST = 600 const SHIP_SPEED_TIER5_COST = 800 const STARTING_MONEY = 100 ################################# var screensize var ship_speed = SHIP_SPEED_TIER1 var ship_speed_tier = 0 var bullet_delay = BULLET_DELAY_TIER1 var bullet_delay_tier = 0 var laser_penetration = 0 var double_laser = false var ship_value = 0 var refund_percentage = 1 var money = STARTING_MONEY var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT func _ready(): timer = Timer.new() timer.set_one_shot(true) timer.set_wait_time(bullet_delay) timer.connect(\"timeout\", self, \"on_timeout_complete\") add_child(timer) timer.start() position.x = 100 position.y = 250 screensize = get_viewport_rect().size $AnimatedSprite.play() var timer = null var can_shoot = false var shoot_down = false func on_timeout_complete(): can_shoot = true #func _unhandled_input(event): # if (event is InputEventScreenTouch): # gravity_point = true # gravity_vec = Vector2(0.5, 0.5) var x_up = false var y_up = false var x_down = false var y_down = false func _process(delta): pass func shoot(): if can_shoot: var laser = Laser.instance() get_node(\"../\").add_child(laser) laser.current_pen = laser_penetration laser.position.y = position.y - 27 laser.position.x = position.x + 46 #MAYBE THE LASERS SHOULD BE THEIR OWN NODES #Would allow for more simple additions in the future if double_laser == true: var laser2 = Laser.instance() get_node(\"../\").add_child(laser2) laser2.position.y = position.y + 28 laser2.position.x = position.x + 46 laser2.current_pen = laser_penetration can_shoot = false timer.start()" _sections_unfolded = [ "Resource" ] [sub_resource type="SpriteFrames" id=1] animations = [ { "frames": [ ExtResource( 2 ), ExtResource( 3 ) ], "loop": true, "name": "default", "speed": 15.0 } ] [sub_resource type="CapsuleShape2D" id=2] custom_solver_bias = 0.0 radius = 12.8998 height = 40.4125 [node name="OtherPlayer" type="Area2D"] input_pickable = true gravity_point = true gravity_vec = Vector2( 10, 10 ) gravity = 1000.0 linear_damp = 0.1 angular_damp = 1.0 collision_layer = 29 collision_mask = 29 audio_bus_override = false audio_bus_name = "Master" script = SubResource( 3 ) Laser = ExtResource( 1 ) [node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"] position = Vector2( 1.01175, 7.07602 ) scale = Vector2( 0.2, 0.2 ) frames = SubResource( 1 ) animation = "default" [node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"] position = Vector2( 45.5518, -3.09424 ) shape = SubResource( 2 )