extends Area2D signal game_over export (PackedScene) var Laser # class member variables go here, for example: # var a = 2 # var b = "textvar" const STARTING_HEALTH = 500 var health = STARTING_HEALTH var double_laser = false var can_shoot = true var timer = null var bullet_delay = 0.1 func _ready(): var health_bar = Vector2(((health * (.8)) + 100), 200) $Line2D.set_point_position( 1, health_bar ) pass # timer = Timer.new() # timer.set_one_shot(true) # timer.set_wait_time(bullet_delay) # timer.connect("timeout", self, "on_timeout_complete") # add_child(timer) func _process(delta): pass # # Called every frame. Delta is time since last frame. # # Update game logic here. # pass #func _on_GunAimNode_area_entered(area): # for i in range(20): # #var laser = Laser.instance() # #get_node("../").add_child(laser) # #laser.position.y = position.y - 27 # #laser.position.x = position.x + 46 # 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 # can_shoot = false # timer.start() func _on_Mothership_area_shape_entered(area_id, area, area_shape, self_shape): health -= 50 prints(health) var health_bar = Vector2(((health * (.8)) + 100), 200) $Line2D.set_point_position( 1, health_bar ) if health <= 250: $AnimatedSprite.frame = 1 if health <= 100: $AnimatedSprite.frame = 2 if health <= 0: $AnimatedSprite.frame = 3 emit_signal("game_over") prints("Game Over!") func _on_Player_restart_game(): health = STARTING_HEALTH $AnimatedSprite.frame = 0 var health_bar = Vector2(((health * (.8)) + 100), 200) $Line2D.set_point_position( 1, health_bar )