made some changes :3

This commit is contained in:
pennyrigate 2023-04-28 16:58:17 -04:00
parent a0b48c76d1
commit 82f2ebfc12
10 changed files with 157 additions and 65 deletions

View file

@ -24,6 +24,7 @@ var shooting = false
var turns = 0
const BoneParticle = preload("res://objects/enemy/bone_particle.tscn")
const EasyBullet = preload("res://objects/environment/turret/turret_bullet.tscn")
func _ready():
if Engine.editor_hint:
@ -38,6 +39,11 @@ func _ready():
sprite.speed_scale = inverse_lerp(0.0, 25.0, walk_speed)
func _physics_process(delta):
var easy_bullet = EasyBullet.instance()
easy_bullet.direction = Vector2.RIGHT
easy_bullet.global_position = global_position
get_parent().call_deferred("add_child", easy_bullet)
Game.instance_node(EasyBullet,global_position.x,global_position.y,self)
if Engine.editor_hint:
return
if !shooting:
@ -45,8 +51,12 @@ func _physics_process(delta):
var collider = shoot_cast.get_collider()
if collider != null && (collider.is_in_group("player") or collider.is_in_group("msx")):
if Game.get_sector(global_position) == Game.get_sector(collider.global_position):
# kill player and enter shooting state temporarily
collider.get_parent().die()
if Game.is_easy_mode:
#Console.print("test")
Game.instance_node(EasyBullet,global_position.x,global_position.y,self)
else:
# kill player and enter shooting state temporarily
collider.get_parent().die()
# play sound
Audio.play_sound(Audio.a_die_robot, Audio.ac_boss)
# muzzle flash