fix most of the script errors and warnings, fixed a couple tiny bugs in the process :)

This commit is contained in:
Haze Weathers 2024-03-08 15:11:48 -05:00
parent 9435089f21
commit 72733db609
23 changed files with 55 additions and 63 deletions

View file

@ -27,7 +27,8 @@ func _process(delta):
if scroll_h && current_sector.x != last_sector.x:
position.x = current_sector.x * Game.RESOLUTION.x
if respawn_h:
var offset = Vector2(8.0 * sign(current_sector.x - last_sector.x), 0.0)
# TODO: decide whether to use offset with horizontal respawn
# var offset = Vector2(8.0 * sign(current_sector.x - last_sector.x), 0.0)
Game.respawn_point = player.global_position
last_sector.x = current_sector.x
if scroll_v && current_sector.y != last_sector.y:

View file

@ -22,8 +22,8 @@ func _ready():
#Change color
_set_color(color)
func _set_color(value):
color = value
func _set_color(new_color):
color = new_color
if is_inside_tree():
sprite.material.set_shader_param("palette", COLORS[color])
$Sparkles.color = particle_colors[color]

View file

@ -88,15 +88,9 @@ autostart = true
[node name="Position2D" type="Position2D" parent="."]
position = Vector2( 14, 29 )
[node name="ArrowSpawnTimer" type="Timer" parent="."]
wait_time = 5.0
one_shot = true
autostart = true
[node name="Sprite" type="AnimatedSprite" parent="."]
position = Vector2( 26, 27 )
frames = SubResource( 5 )
frame = 1
playing = true
[node name="BloodPosition" type="Position2D" parent="."]
@ -114,4 +108,3 @@ volume_db = -8.0
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
[connection signal="timeout" from="ShootTimer" to="." method="_on_ShootTimer_timeout"]
[connection signal="timeout" from="ArrowSpawnTimer" to="." method="_on_ArrowSpawnTimer_timeout"]

View file

@ -111,6 +111,7 @@ func hurt(amount: float, can_duck: bool = false) -> void:
emit_signal("health_changed", hp)
if state != State.DEAD and hp <= 0.0:
state = State.DEAD
emit_signal("died")
anims.play("die")

View file

@ -6,9 +6,13 @@ const BloodSpray := preload("res://objects/environment/blood/blood_spray.tscn")
export var spray_ammount: int = 16
export var spray_velocity: float = 80
export var autoplay: bool = false
func _ready() -> void:
if autoplay:
emitting = true
yield(get_tree(), "idle_frame")
for i in spray_ammount:
var spray = BloodSpray.instance()
spray.global_position = global_position

View file

@ -43,7 +43,7 @@ func die():
bone.global_position = global_position
bone.linear_velocity = Vector2(bones_speed * rand_range(0.5, 1.5), 0.0).rotated(rand_range(-PI, 0.0))
bone.angular_velocity = rand_range(-PI*2.0, PI*2.0)
var timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
timer.connect("timeout", bone, "queue_free")
var bone_timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
bone_timer.connect("timeout", bone, "queue_free")
get_parent().call_deferred("add_child", bone)
.die() # call rest of enemy.gd die() funciton

View file

@ -101,7 +101,7 @@ func die() -> void:
# reset animation
sprite.frame_coords.y = 3
Audio.play_sound(death_sound, Audio.ac_die)
$"%DeathSplatter".emitting = true
$"%DeathSplatter".replace_by_instance()
func _draw() -> void:
if Engine.editor_hint:

View file

@ -1,8 +1,7 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=10 format=2]
[ext_resource path="res://graphics/enemy/turtle.png" type="Texture" id=1]
[ext_resource path="res://objects/enemy/turtle.gd" type="Script" id=2]
[ext_resource path="res://objects/enemy/death_particles.tscn" type="PackedScene" id=3]
[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=4]
[sub_resource type="ShaderMaterial" id=6]
@ -82,8 +81,9 @@ position = Vector2( 8.5, 4 )
position = Vector2( 11, -0.5 )
shape = SubResource( 3 )
[node name="DeathSplatter" parent="HeadHitbox/HeadShape" instance=ExtResource( 3 )]
[node name="DeathSplatter" parent="HeadHitbox/HeadShape" instance_placeholder="res://objects/enemy/death_particles.tscn"]
unique_name_in_owner = true
autoplay = true
[node name="SpikeHitbox" type="Area2D" parent="."]
@ -94,6 +94,8 @@ shape = SubResource( 5 )
disabled = true
[node name="Platform" type="KinematicBody2D" parent="SpikeHitbox"]
collision_layer = 4
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="SpikeHitbox/Platform"]
position = Vector2( 8.5, 3 )

View file

@ -6,17 +6,11 @@
[ext_resource path="res://ui/Boba Date.otf" type="DynamicFontData" id=4]
[ext_resource path="res://ui/HooskaiChamferedSquare.ttf" type="DynamicFontData" id=5]
[sub_resource type="SpatialMaterial" id=11]
albedo_color = Color( 0.309804, 0.690196, 0.380392, 1 )
metallic = 0.35
metallic_specular = 0.11
[sub_resource type="DynamicFont" id=19]
font_data = ExtResource( 1 )
[sub_resource type="TextMesh" id=2]
resource_local_to_scene = true
material = SubResource( 11 )
text = "TEXT"
font = SubResource( 19 )
pixel_size = 0.05
@ -185,6 +179,11 @@ tracks/4/keys = {
"values": [ ExtResource( 4 ) ]
}
[sub_resource type="SpatialMaterial" id=11]
albedo_color = Color( 0.309804, 0.690196, 0.380392, 1 )
metallic = 0.35
metallic_specular = 0.11
[sub_resource type="Animation" id=20]
resource_name = "final score"
tracks/0/type = "value"
@ -658,7 +657,6 @@ anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 2 )
text = "TEXT"
text_material = SubResource( 11 )
[node name="Viewport" type="Viewport" parent="."]
size = Vector2( 256, 192 )

View file

@ -58,7 +58,7 @@ func _on_Hitbox_area_entered(area):
target.die()
#decrease arrows if enemy killed
if target_group == "enemy_hitbox":
Game.arrows = max(0, Game.arrows - 1) # clamp arrows above 0
Game.arrows = max(0, Game.arrows - 1) as int # clamp arrows above 0
_persist_trail()
queue_free()
elif area.is_in_group("arrow"):