fix most of the script errors and warnings, fixed a couple tiny bugs in the process :)
This commit is contained in:
parent
9435089f21
commit
72733db609
23 changed files with 55 additions and 63 deletions
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@ -22,15 +22,15 @@ func _init() -> void:
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func get_key(action: String) -> int:
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var scancode = cfg.get_value(action, "keyboard")
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if scancode == null:
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var scancode = cfg.get_value(action, "keyboard", -1)
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if scancode == -1:
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scancode = _get_default_key(action)
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return scancode
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func get_button(action: String) -> int:
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var button_index = cfg.get_value(action, "gamepad")
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if button_index == null:
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var button_index = cfg.get_value(action, "gamepad", -1)
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if button_index == -1:
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button_index = _get_default_button(action)
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return button_index
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@ -58,8 +58,8 @@ func _apply_saved_bindings() -> void:
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func _configure_action_key(action: String) -> void:
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var scancode = cfg.get_value(action, "keyboard")
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if scancode == null:
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var scancode = cfg.get_value(action, "keyboard", -1)
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if scancode == -1:
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scancode = _get_default_key(action)
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_apply_action_key(action, scancode)
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var linked_action = LINKED_ACTIONS.get(action)
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@ -68,8 +68,8 @@ func _configure_action_key(action: String) -> void:
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func _configure_action_button(action: String) -> void:
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var button_index = cfg.get_value(action, "gamepad")
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if button_index == null:
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var button_index = cfg.get_value(action, "gamepad", -1)
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if button_index == -1:
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button_index = _get_default_button(action)
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_apply_action_button(action, button_index)
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var linked_action = LINKED_ACTIONS.get(action)
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@ -95,7 +95,7 @@ func _set_difficulty(value: int) -> void:
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func instance_node(node:PackedScene,x:float,y:float,parent):
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var Instance = node.instance()
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Instance.global_position = Vector2(x,y)
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parent.add_child(Instance)
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parent.call_deferred("add_child", Instance)
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#Get position in sectors
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func get_sector(pos):
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@ -122,12 +122,12 @@ func tally_scores() -> void:
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shards_collected[5] = true
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# 100% time bonus
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if time < map.target_time_100:
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_100), 0)
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_100), 0) as int
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shards_collected[6] = true
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else:
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# any% time bonus
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if time < map.target_time_any:
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_any), 0)
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_any), 0) as int
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shards_collected[6] = true
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# life bonus
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if deaths == 0:
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@ -195,10 +195,10 @@ func save():
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# save score and time depending on completion
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if _get_shards() >= 5 && keys >= 50:
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save_data.score_100 = max(save_data.score_100, final_score)
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save_data.score_100 = max(save_data.score_100, final_score) as int
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save_data.time_100 = min(save_data.time_100, time)
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else:
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save_data.score_any = max(save_data.score_any, final_score)
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save_data.score_any = max(save_data.score_any, final_score) as int
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save_data.time_any = min(save_data.time_any, time)
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# set shards
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@ -207,7 +207,7 @@ func save():
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save_data.shards_collected[i] = true
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# set keys
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save_data.keys_collected = max(save_data.keys_collected, keys)
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save_data.keys_collected = max(save_data.keys_collected, keys) as int
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# mark as completed
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save_data.completed = true
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@ -272,9 +272,9 @@ func restart_level():
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Audio.ac_music.stream_paused = false
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#Freeze frame
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func freeze_frame(time):
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func freeze_frame(freeze_time):
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get_tree().paused = true
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var timer = get_tree().create_timer(time, true)
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var timer = get_tree().create_timer(freeze_time, true)
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timer.connect("timeout", get_tree(), "set_pause", [false])
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return timer
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@ -321,6 +321,6 @@ func _on_player_died() -> void:
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Audio.play_sound(Audio.a_die, Audio.ac_die)
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# death score penalty
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if use_lives == false && lives < 0:
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score = max(0, score - 500)
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score = max(0, score - 500) as int
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# freezeframe
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Game.freeze_frame(0.3)
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@ -174,6 +174,8 @@ func request_execute(component: String, parameters: Dictionary = {}, echo: Strin
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var body = "input=" + to_json(request).percent_encode()
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# make request
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var err = http.request(GATEWAY_URI, headers, true, HTTPClient.METHOD_POST, body)
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if err != OK:
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push_error("Invalid HTTP request")
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# yield response
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yield(http, "request_completed")
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return _response
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@ -4,6 +4,10 @@ extends Light2D
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onready var viewport: Viewport = $Viewport
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func _ready() -> void:
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texture = viewport.get_texture()
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func _process(delta: float) -> void:
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var main_viewport = get_viewport()
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if viewport.canvas_transform != main_viewport.canvas_transform:
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@ -1,12 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://autoloads/stain_layer.gd" type="Script" id=1]
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[sub_resource type="ViewportTexture" id=1]
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viewport_path = NodePath("Viewport")
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[node name="StainLight" type="Light2D" groups=["viewport_autoload"]]
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texture = SubResource( 1 )
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offset = Vector2( 128, 96 )
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mode = 2
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range_item_cull_mask = 2
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@ -373,9 +373,6 @@ speed = 50.0
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position = Vector2( 48, 1472 )
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curve = SubResource( 14 )
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[node name="Eel5" parent="Enemies/Eels" instance=ExtResource( 18 )]
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position = Vector2( 272, 576 )
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[node name="Eel6" parent="Enemies/Eels" instance=ExtResource( 18 )]
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position = Vector2( 176, 240 )
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curve = SubResource( 16 )
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@ -126,3 +126,4 @@ explosiveness = 1.0
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randomness = 0.34
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initial_velocity = 100.0
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scale_amount = 2.0
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spray_ammount = 0
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@ -69,7 +69,6 @@ func _process(delta: float) -> void:
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if selected_level + 1 < LevelData.levels.size():
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var save := Save.current_file
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var level: LevelEntry = LevelData.levels[selected_level + 1]
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var shards := save.get_total_shards()
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if save.get_total_shards() < level.shards_required:
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forward_arrow.visible = false
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boss_block.visible = false
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@ -144,7 +143,6 @@ func _select_level(level_id: int) -> void:
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func _can_travel(index: int) -> bool:
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var save := Save.current_file
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var level: LevelEntry = LevelData.levels[index]
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var shards := save.get_total_shards()
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if save.get_total_shards() < level.shards_required:
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return false
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if level.boss_required != "":
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@ -16,8 +16,7 @@ func _ready():
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$Panel/FileSelect.grab_focus()
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if Game.last_mm_button != null:
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get_node(Game.last_mm_button).grab_focus()
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Vector2( 0.83205, 0.5547 )
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func _on_Continue_button_down():
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Game.last_mm_button = "Panel/Continue"
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@ -7,7 +7,6 @@ const LevelSelect := preload("res://menus/level_select_scholar.tscn")
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onready var shards: Node2D = $ShardsAndBonuses/Shards
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onready var score = $Score
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onready var time = $Time
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onready var final_score: Label = $FinalScore
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onready var animation_player = $AnimationPlayer
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#Score bonuses
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onready var collection_bonus_score = $ShardsAndBonuses/Bonuses/CollectionBonus/CollectionBonusScore
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@ -54,7 +53,7 @@ func _physics_process(delta: float) -> void:
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animation_player.set_speed_scale(4)
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func final_score():
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func show_final_score():
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animation_player.set_speed_scale(2)
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text_3d.animation_player.set_speed_scale(1)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=20 format=2]
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[gd_scene load_steps=19 format=2]
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[ext_resource path="res://shaders/wibble_wobble.gdshader" type="Shader" id=1]
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[ext_resource path="res://shaders/ska_plane.gdshader" type="Shader" id=2]
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@ -40,11 +40,6 @@ shader_param/ammount = Vector2( 9, 8 )
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shader_param/offset = Vector2( 0, 0 )
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shader_param/delay = Vector2( 0, 0 )
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[sub_resource type="Animation" id=3]
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resource_name = "New Anim"
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length = 2.0
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loop = true
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[sub_resource type="Animation" id=10]
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length = 0.001
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tracks/0/type = "value"
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@ -319,7 +314,7 @@ tracks/14/keys = {
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"transitions": PoolRealArray( 1 ),
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"values": [ {
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"args": [ ],
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"method": "final_score"
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"method": "show_final_score"
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} ]
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}
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@ -556,7 +551,6 @@ texture = ExtResource( 4 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "results"
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playback_speed = 2.0
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"anims/New Anim" = SubResource( 3 )
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anims/RESET = SubResource( 10 )
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anims/results = SubResource( 4 )
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@ -27,7 +27,8 @@ func _process(delta):
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if scroll_h && current_sector.x != last_sector.x:
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position.x = current_sector.x * Game.RESOLUTION.x
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if respawn_h:
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var offset = Vector2(8.0 * sign(current_sector.x - last_sector.x), 0.0)
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# TODO: decide whether to use offset with horizontal respawn
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# var offset = Vector2(8.0 * sign(current_sector.x - last_sector.x), 0.0)
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Game.respawn_point = player.global_position
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last_sector.x = current_sector.x
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if scroll_v && current_sector.y != last_sector.y:
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@ -22,8 +22,8 @@ func _ready():
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#Change color
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_set_color(color)
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func _set_color(value):
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color = value
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func _set_color(new_color):
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color = new_color
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if is_inside_tree():
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sprite.material.set_shader_param("palette", COLORS[color])
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$Sparkles.color = particle_colors[color]
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@ -88,15 +88,9 @@ autostart = true
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[node name="Position2D" type="Position2D" parent="."]
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position = Vector2( 14, 29 )
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[node name="ArrowSpawnTimer" type="Timer" parent="."]
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wait_time = 5.0
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one_shot = true
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autostart = true
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[node name="Sprite" type="AnimatedSprite" parent="."]
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position = Vector2( 26, 27 )
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frames = SubResource( 5 )
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frame = 1
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playing = true
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[node name="BloodPosition" type="Position2D" parent="."]
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@ -114,4 +108,3 @@ volume_db = -8.0
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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[connection signal="timeout" from="ShootTimer" to="." method="_on_ShootTimer_timeout"]
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[connection signal="timeout" from="ArrowSpawnTimer" to="." method="_on_ArrowSpawnTimer_timeout"]
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@ -111,6 +111,7 @@ func hurt(amount: float, can_duck: bool = false) -> void:
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emit_signal("health_changed", hp)
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if state != State.DEAD and hp <= 0.0:
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state = State.DEAD
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emit_signal("died")
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anims.play("die")
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@ -6,9 +6,13 @@ const BloodSpray := preload("res://objects/environment/blood/blood_spray.tscn")
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export var spray_ammount: int = 16
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export var spray_velocity: float = 80
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export var autoplay: bool = false
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func _ready() -> void:
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if autoplay:
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emitting = true
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yield(get_tree(), "idle_frame")
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for i in spray_ammount:
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var spray = BloodSpray.instance()
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spray.global_position = global_position
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@ -43,7 +43,7 @@ func die():
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bone.global_position = global_position
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bone.linear_velocity = Vector2(bones_speed * rand_range(0.5, 1.5), 0.0).rotated(rand_range(-PI, 0.0))
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bone.angular_velocity = rand_range(-PI*2.0, PI*2.0)
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var timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
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timer.connect("timeout", bone, "queue_free")
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var bone_timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
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bone_timer.connect("timeout", bone, "queue_free")
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get_parent().call_deferred("add_child", bone)
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.die() # call rest of enemy.gd die() funciton
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@ -101,7 +101,7 @@ func die() -> void:
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# reset animation
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sprite.frame_coords.y = 3
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Audio.play_sound(death_sound, Audio.ac_die)
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$"%DeathSplatter".emitting = true
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$"%DeathSplatter".replace_by_instance()
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func _draw() -> void:
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if Engine.editor_hint:
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@ -1,8 +1,7 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://graphics/enemy/turtle.png" type="Texture" id=1]
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[ext_resource path="res://objects/enemy/turtle.gd" type="Script" id=2]
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[ext_resource path="res://objects/enemy/death_particles.tscn" type="PackedScene" id=3]
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[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=4]
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[sub_resource type="ShaderMaterial" id=6]
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position = Vector2( 11, -0.5 )
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shape = SubResource( 3 )
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[node name="DeathSplatter" parent="HeadHitbox/HeadShape" instance=ExtResource( 3 )]
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[node name="DeathSplatter" parent="HeadHitbox/HeadShape" instance_placeholder="res://objects/enemy/death_particles.tscn"]
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unique_name_in_owner = true
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autoplay = true
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[node name="SpikeHitbox" type="Area2D" parent="."]
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disabled = true
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[node name="Platform" type="KinematicBody2D" parent="SpikeHitbox"]
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collision_layer = 4
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collision_mask = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="SpikeHitbox/Platform"]
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position = Vector2( 8.5, 3 )
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@ -6,17 +6,11 @@
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[ext_resource path="res://ui/Boba Date.otf" type="DynamicFontData" id=4]
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[ext_resource path="res://ui/HooskaiChamferedSquare.ttf" type="DynamicFontData" id=5]
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[sub_resource type="SpatialMaterial" id=11]
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albedo_color = Color( 0.309804, 0.690196, 0.380392, 1 )
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metallic = 0.35
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metallic_specular = 0.11
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[sub_resource type="DynamicFont" id=19]
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font_data = ExtResource( 1 )
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[sub_resource type="TextMesh" id=2]
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resource_local_to_scene = true
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material = SubResource( 11 )
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text = "TEXT"
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font = SubResource( 19 )
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pixel_size = 0.05
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@ -185,6 +179,11 @@ tracks/4/keys = {
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"values": [ ExtResource( 4 ) ]
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}
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[sub_resource type="SpatialMaterial" id=11]
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albedo_color = Color( 0.309804, 0.690196, 0.380392, 1 )
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metallic = 0.35
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metallic_specular = 0.11
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[sub_resource type="Animation" id=20]
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resource_name = "final score"
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tracks/0/type = "value"
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@ -658,7 +657,6 @@ anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 2 )
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text = "TEXT"
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text_material = SubResource( 11 )
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[node name="Viewport" type="Viewport" parent="."]
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size = Vector2( 256, 192 )
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@ -58,7 +58,7 @@ func _on_Hitbox_area_entered(area):
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target.die()
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#decrease arrows if enemy killed
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if target_group == "enemy_hitbox":
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Game.arrows = max(0, Game.arrows - 1) # clamp arrows above 0
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Game.arrows = max(0, Game.arrows - 1) as int # clamp arrows above 0
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_persist_trail()
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queue_free()
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elif area.is_in_group("arrow"):
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@ -106,6 +106,8 @@ Ngio="*res://autoloads/ngio.gd"
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[debug]
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gdscript/warnings/unused_argument=false
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gdscript/warnings/return_value_discarded=false
|
||||
shapes/collision/shape_color=Color( 0.564706, 0, 0.701961, 0.188235 )
|
||||
shapes/collision/contact_color=Color( 0.101961, 1, 0.176471, 0.8 )
|
||||
shapes/collision/draw_2d_outlines=false
|
||||
|
|
|
@ -38,5 +38,6 @@ func _process(delta):
|
|||
frame = posmod(frame + int(sign(fps)), hframes * vframes)
|
||||
if frame == stop_at_frame:
|
||||
stopped = true
|
||||
emit_signal("stopped")
|
||||
if ping_pong and frame == 0:
|
||||
fps = -fps
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue