some more stuff :O
Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 5.9 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.5 KiB |
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.5 KiB |
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@ -15,6 +15,9 @@ onready var lightning_timer: Timer = $"%LightningTimer"
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onready var clouds: Sprite = $"%Clouds"
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var slaughter_shard_collected := false
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func _spawn_lightning():
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var bolt = Lightning.instance()
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bright_sky.modulate.a = 1.0
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@ -27,3 +30,13 @@ func _spawn_lightning():
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tween.tween_property(bright_sky, "modulate:a", 0.0, fade_time).set_trans(Tween.TRANS_EXPO)
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tween.tween_property(clouds, "modulate", Color.white, fade_time).set_trans(Tween.TRANS_EXPO)
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lightning_timer.start(rand_range(min_interval, max_interval))
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func _physics_process(delta):
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._physics_process(delta)
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if get_tree().get_nodes_in_group("enemy").size() == 0:
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if not slaughter_shard_collected:
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Audio.play_shard_sound()
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Game.score += 500
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Game.shards_collected[0] = true
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slaughter_shard_collected = true
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@ -2,11 +2,4 @@ extends "res://maps/map.gd"
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var acab_shard_has_been_collected: bool = false
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func _physics_process(delta):
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._physics_process(delta)
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if get_tree().get_nodes_in_group("cop").size() == 0:
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if !acab_shard_has_been_collected:
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Audio.play_shard_sound()
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Game.score += 500
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Game.shards_collected[0] = true
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acab_shard_has_been_collected = true
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@ -114,7 +114,8 @@ func _physics_process(delta: float) -> void:
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sprite.global_position = graphics.global_position.round() + Vector2(0.0, -10.0)
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# update transition guard properties
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# whether player can currently shoot an arrow
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var can_shoot = Game.arrows > 0 and get_tree().get_nodes_in_group("player_arrow").size() == 0
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var can_shoot = Game.stars >= 5
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# var can_shoot = Game.arrows > 0 and get_tree().get_nodes_in_group("player_arrow").size() == 0
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state_chart.set_guard_property("can_shoot", can_shoot)
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# check for and propagate input events
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@ -1007,6 +1007,7 @@ texture = ExtResource( 4 )
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unique_name_in_owner = true
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position = Vector2( 9, -6 )
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collision_mask = 5
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monitoring = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Graphics/ShootHitbox"]
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position = Vector2( -8.5, 0.5 )
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@ -1148,6 +1149,7 @@ initial_state = NodePath("Still")
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script = ExtResource( 10 )
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to = NodePath("../../../Airborne/AirDash")
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event = "shoot"
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guard_expression = "can_shoot"
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[node name="On PushStart" type="Node" parent="StateChart/Root/Movement/Grounded/CanWalk"]
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script = ExtResource( 10 )
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@ -1227,6 +1229,7 @@ event = "duck_released"
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script = ExtResource( 10 )
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to = NodePath("../../../Airborne/AirDash")
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event = "shoot"
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guard_expression = "can_shoot"
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[node name="On Jump" type="Node" parent="StateChart/Root/Movement/Grounded/Ducking"]
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script = ExtResource( 10 )
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@ -1279,6 +1282,7 @@ event = "grounded"
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script = ExtResource( 10 )
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to = NodePath("../AirDash")
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event = "shoot"
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guard_expression = "can_shoot"
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[node name="On LadderTouched" type="Node" parent="StateChart/Root/Movement/Airborne"]
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script = ExtResource( 10 )
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@ -87,7 +87,7 @@ _global_script_class_icons={
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[application]
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config/name="Revolution 2083"
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run/main_scene="res://menus/splash_screen.tscn"
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run/main_scene="res://maps/future/mountain_future.tscn"
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config/use_custom_user_dir=true
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config/custom_user_dir_name="heromark2"
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boot_splash/show_image=false
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