fixed collapse bug
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parent
4b7db186c7
commit
398e39ff1b
7 changed files with 103 additions and 46 deletions
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@ -14,24 +14,26 @@ onready var shoot_timer = $ShootTimer
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onready var anims = $AnimationPlayer
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onready var head_sprite = $Body/Head
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#func _ready():
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# for node in get_tree().get_nodes_in_group("collapse_block"):
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# if node.has_method("_on_collapse"):
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# connect("collapse", node, "_on_collapse")
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func _on_ShootTimer_timeout():
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if can_shoot:
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Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
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for pos in positions.get_children():
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var bullet = Bullet.instance()
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bullet.global_position = pos.global_position
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bullet.direction = Vector2.LEFT.rotated(pos.rotation)
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bullet.speed = shot_speed
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get_parent().add_child(bullet)
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shoot_timer.wait_time = fire_rate
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if can_shoot: shoot()
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func shoot():
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Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
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for pos in positions.get_children():
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var bullet = Bullet.instance()
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bullet.global_position = pos.global_position
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bullet.direction = Vector2.LEFT.rotated(pos.rotation)
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bullet.speed = shot_speed
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get_parent().add_child(bullet)
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shoot_timer.wait_time = fire_rate
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func _play_laser_sound(play: bool):
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if play:
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Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
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else:
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Audio.ac_boss.playing = false
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func _play_laser_sound():
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Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
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func die():
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hp -= 1
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@ -45,6 +47,7 @@ func die():
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shot_speed = 70
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fire_rate = 0.8
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emit_signal("entered_phase", 3)
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$Body/Head/Intelli.visible = true
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head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_broken.png")
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0:
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queue_free()
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