some more stuff :O

This commit is contained in:
Haze Weathers 2025-07-17 16:49:56 -06:00
parent 60294d21dc
commit 2038b5ca7a
10 changed files with 76 additions and 29 deletions

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@ -15,6 +15,9 @@ onready var lightning_timer: Timer = $"%LightningTimer"
onready var clouds: Sprite = $"%Clouds" onready var clouds: Sprite = $"%Clouds"
var slaughter_shard_collected := false
func _spawn_lightning(): func _spawn_lightning():
var bolt = Lightning.instance() var bolt = Lightning.instance()
bright_sky.modulate.a = 1.0 bright_sky.modulate.a = 1.0
@ -27,3 +30,13 @@ func _spawn_lightning():
tween.tween_property(bright_sky, "modulate:a", 0.0, fade_time).set_trans(Tween.TRANS_EXPO) tween.tween_property(bright_sky, "modulate:a", 0.0, fade_time).set_trans(Tween.TRANS_EXPO)
tween.tween_property(clouds, "modulate", Color.white, fade_time).set_trans(Tween.TRANS_EXPO) tween.tween_property(clouds, "modulate", Color.white, fade_time).set_trans(Tween.TRANS_EXPO)
lightning_timer.start(rand_range(min_interval, max_interval)) lightning_timer.start(rand_range(min_interval, max_interval))
func _physics_process(delta):
._physics_process(delta)
if get_tree().get_nodes_in_group("enemy").size() == 0:
if not slaughter_shard_collected:
Audio.play_shard_sound()
Game.score += 500
Game.shards_collected[0] = true
slaughter_shard_collected = true

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@ -2,11 +2,4 @@ extends "res://maps/map.gd"
var acab_shard_has_been_collected: bool = false var acab_shard_has_been_collected: bool = false
func _physics_process(delta):
._physics_process(delta)
if get_tree().get_nodes_in_group("cop").size() == 0:
if !acab_shard_has_been_collected:
Audio.play_shard_sound()
Game.score += 500
Game.shards_collected[0] = true
acab_shard_has_been_collected = true

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@ -114,7 +114,8 @@ func _physics_process(delta: float) -> void:
sprite.global_position = graphics.global_position.round() + Vector2(0.0, -10.0) sprite.global_position = graphics.global_position.round() + Vector2(0.0, -10.0)
# update transition guard properties # update transition guard properties
# whether player can currently shoot an arrow # whether player can currently shoot an arrow
var can_shoot = Game.arrows > 0 and get_tree().get_nodes_in_group("player_arrow").size() == 0 var can_shoot = Game.stars >= 5
# var can_shoot = Game.arrows > 0 and get_tree().get_nodes_in_group("player_arrow").size() == 0
state_chart.set_guard_property("can_shoot", can_shoot) state_chart.set_guard_property("can_shoot", can_shoot)
# check for and propagate input events # check for and propagate input events

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@ -1007,6 +1007,7 @@ texture = ExtResource( 4 )
unique_name_in_owner = true unique_name_in_owner = true
position = Vector2( 9, -6 ) position = Vector2( 9, -6 )
collision_mask = 5 collision_mask = 5
monitoring = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Graphics/ShootHitbox"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Graphics/ShootHitbox"]
position = Vector2( -8.5, 0.5 ) position = Vector2( -8.5, 0.5 )
@ -1148,6 +1149,7 @@ initial_state = NodePath("Still")
script = ExtResource( 10 ) script = ExtResource( 10 )
to = NodePath("../../../Airborne/AirDash") to = NodePath("../../../Airborne/AirDash")
event = "shoot" event = "shoot"
guard_expression = "can_shoot"
[node name="On PushStart" type="Node" parent="StateChart/Root/Movement/Grounded/CanWalk"] [node name="On PushStart" type="Node" parent="StateChart/Root/Movement/Grounded/CanWalk"]
script = ExtResource( 10 ) script = ExtResource( 10 )
@ -1227,6 +1229,7 @@ event = "duck_released"
script = ExtResource( 10 ) script = ExtResource( 10 )
to = NodePath("../../../Airborne/AirDash") to = NodePath("../../../Airborne/AirDash")
event = "shoot" event = "shoot"
guard_expression = "can_shoot"
[node name="On Jump" type="Node" parent="StateChart/Root/Movement/Grounded/Ducking"] [node name="On Jump" type="Node" parent="StateChart/Root/Movement/Grounded/Ducking"]
script = ExtResource( 10 ) script = ExtResource( 10 )
@ -1279,6 +1282,7 @@ event = "grounded"
script = ExtResource( 10 ) script = ExtResource( 10 )
to = NodePath("../AirDash") to = NodePath("../AirDash")
event = "shoot" event = "shoot"
guard_expression = "can_shoot"
[node name="On LadderTouched" type="Node" parent="StateChart/Root/Movement/Airborne"] [node name="On LadderTouched" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource( 10 ) script = ExtResource( 10 )

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@ -87,7 +87,7 @@ _global_script_class_icons={
[application] [application]
config/name="Revolution 2083" config/name="Revolution 2083"
run/main_scene="res://menus/splash_screen.tscn" run/main_scene="res://maps/future/mountain_future.tscn"
config/use_custom_user_dir=true config/use_custom_user_dir=true
config/custom_user_dir_name="heromark2" config/custom_user_dir_name="heromark2"
boot_splash/show_image=false boot_splash/show_image=false