- trying to get into the game
This commit is contained in:
Sagi Dayan 2020-11-25 15:07:47 -05:00
parent 53b88e5553
commit 40e752c86e
11 changed files with 94 additions and 36 deletions

View file

@ -665,7 +665,9 @@ tracks/4/keys = {
"values": [ true ]
}
[node name="Player" type="KinematicBody2D"]
[node name="Player" type="KinematicBody2D" groups=[
"Boostable",
]]
collision_mask = 30
script = ExtResource( 2 )
__meta__ = {

File diff suppressed because one or more lines are too long

View file

@ -2,7 +2,7 @@ extends Level
var _Cutscenes = {
"old_man_intro": "res://src/CutScenes/ChallengeCutscene.tscn"
}
var _played_old_man_cutscene = false
var _played_old_man_cutscene = !GameState.is_first_run
func _ready() -> void:
print("preGameReady")

File diff suppressed because one or more lines are too long

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@ -6,6 +6,7 @@ var _fly := true
var _pin_angle := 0
func _ready() -> void:
GameState.connect("player_just_died", self,"queue_free")
seed(self.get_instance_id())
var options = range(-30, 30, 5)
options.shuffle()

View file

@ -11,7 +11,8 @@ onready var _ammo = ammo
var Arrow = load("res://src/Hazards/Arrow.tscn")
func _ready() -> void:
GameState.connect("player_just_died", self,"_on_Player_died")
func _physics_process(delta: float) -> void:
if enabled && _can_activate && _did_trigger():
_can_activate = false
@ -60,3 +61,8 @@ func _on_TimeoutTimer_timeout()->void:
_can_activate = true;
$AnimationPlayer.play("armed")
_ammo = ammo
func _on_Player_died():
$AnimationPlayer.play("idle")
_activated = false
$TimeoutTimer.start(timeout)

View file

@ -81,13 +81,13 @@ anims/fire = SubResource( 2 )
anims/idle = SubResource( 3 )
[node name="TopRayCast" type="RayCast2D" parent="."]
position = Vector2( 3, -16 )
position = Vector2( 3, -14 )
enabled = true
cast_to = Vector2( 150, 0 )
collision_mask = 9
[node name="BottomRayCast" type="RayCast2D" parent="."]
position = Vector2( 3, 0 )
position = Vector2( 3, -2 )
enabled = true
cast_to = Vector2( 150, 0 )
collision_mask = 9

View file

@ -1,10 +1,10 @@
extends Node2D
export var thrust:float = 250
export var thrust:float = 250
func _on_Area2D_body_entered(body: Node) -> void:
if body.name == "Player":
body.boost(Vector2(0, -thrust))
if body.is_in_group("Boostable"):
var boost_direction = Vector2.UP.rotated(rotation).round()
body.boost(boost_direction * thrust)
AudioManager.play_sfx(AudioManager.Sfx.SPRING)
$AnimationPlayer.play("activated")

View file

@ -1,23 +1,21 @@
extends Position2D
tool
export var node:PackedScene = null
onready var player_ref:Player = get_parent().get_node("Player")
func _ready() -> void:
if not Engine.editor_hint:
GameState.connect("player_just_died", self,"_on_Player_died")
_spawn()
func _exit_tree() -> void:
if not Engine.editor_hint:
player_ref.disconnect("died", self, "_on_Player_died")
despawn()
func _on_VisibilityNotifier2D_screen_entered() -> void:
if not Engine.editor_hint:
player_ref.connect("died", self, "_on_Player_died")
respawn()
func reset():
@ -38,13 +36,18 @@ func respawn():
pass
func _on_Player_died():
yield(get_tree().create_timer(.7), "timeout")
despawn()
if $VisibilityNotifier2D.is_on_screen():
respawn()
print("SPAWN - PLAYER DIED")
$RespawnTimer.start()
func _spawn():
var inst = node.instance()
inst.name = "node"
add_child(inst)
func _on_RespawnTimer_timeout() -> void:
despawn()
if $VisibilityNotifier2D.is_on_screen():
respawn()

View file

@ -7,4 +7,9 @@ script = ExtResource( 1 )
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
rect = Rect2( -50, -50, 100, 100 )
[node name="RespawnTimer" type="Timer" parent="."]
wait_time = 0.7
one_shot = true
[connection signal="screen_entered" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_entered"]
[connection signal="timeout" from="RespawnTimer" to="." method="_on_RespawnTimer_timeout"]

View file

@ -1,7 +1,7 @@
extends Node
signal scene_changed
signal player_just_died
enum States{
INTRO,
INTRO_CUTSCENE,
@ -25,7 +25,6 @@ var _SCENES := {
States.INTRO_CUTSCENE: "res://src/CutScenes/IntroCutscene.tscn"
}
var _player_spawn_point;
var GAME_TIMEOUT_MIN = 10
@ -140,10 +139,10 @@ func _change_scene(state:int,duration:float=1):
emit_signal("scene_changed")
func player_died():
emit_signal("player_just_died")
_run_data.deaths += 1
_data.statistics.deaths += 1
func coin_collected():
_run_data.coins += 10
_data.statistics.coins += 10