mirror of
https://codeberg.org/Melon-Bread/Comets.gd.git
synced 2024-11-28 15:08:20 -05:00
Moved comet.gd to proper folder
This commit is contained in:
parent
8da8a60d94
commit
abad40fbd4
@ -1,10 +1,8 @@
|
|||||||
extends Area2D
|
extends Area2D
|
||||||
|
|
||||||
# TODO: Have speeds be determined on a rage based on its "size"
|
# TODO: Have like 1 in 4 different sprites (and maybe shapes) the comet can be
|
||||||
# TODO: Provide a specific score based on the "size"
|
|
||||||
# TODO: Have the comet spawn 2 of the next "size" when hit
|
|
||||||
# TODO: Have the comet disapear if shot at is smallest "size"
|
|
||||||
|
|
||||||
|
signal exploded (new_size: SIZE, current_position: Vector2)
|
||||||
|
|
||||||
enum SIZE {SMALL, MEDIUM, LARGE}
|
enum SIZE {SMALL, MEDIUM, LARGE}
|
||||||
|
|
||||||
@ -16,7 +14,6 @@ var size_data = {
|
|||||||
SIZE.LARGE : {"Scale": 2.5, "Speed-Multi": 0.5}
|
SIZE.LARGE : {"Scale": 2.5, "Speed-Multi": 0.5}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
var movement_speed : int
|
var movement_speed : int
|
||||||
var movement_speed_min : int = 100
|
var movement_speed_min : int = 100
|
||||||
var movement_speed_max : int = 500
|
var movement_speed_max : int = 500
|
||||||
@ -25,7 +22,6 @@ var movement_direciton := Vector2.UP
|
|||||||
var rotation_speed : int
|
var rotation_speed : int
|
||||||
var rotaion_direction : int
|
var rotaion_direction : int
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
movement_speed = randi_range(movement_speed_min, movement_speed_max)
|
movement_speed = randi_range(movement_speed_min, movement_speed_max)
|
||||||
movement_speed *= size_data[current_size]["Speed-Multi"]
|
movement_speed *= size_data[current_size]["Speed-Multi"]
|
||||||
@ -50,11 +46,15 @@ func _physics_process(delta: float) -> void:
|
|||||||
position.y = wrap(position.y, 0,viewport_size.y)
|
position.y = wrap(position.y, 0,viewport_size.y)
|
||||||
|
|
||||||
func _on_body_entered(body: Node2D) -> void:
|
func _on_body_entered(body: Node2D) -> void:
|
||||||
print(body)
|
|
||||||
if body.is_in_group("bullet"):
|
|
||||||
explode()
|
|
||||||
if body.is_in_group("ship"):
|
if body.is_in_group("ship"):
|
||||||
body.crash()
|
body.crash()
|
||||||
|
|
||||||
|
func _on_area_entered(area: Area2D) -> void:
|
||||||
|
if area.is_in_group("bullet"):
|
||||||
|
area.queue_free()
|
||||||
|
# TODO: Have some kind of (maybe) particle explosion happen when hit with bullet
|
||||||
|
$AnimationPlayer.play("explode")
|
||||||
|
|
||||||
func explode() -> void:
|
func explode() -> void:
|
||||||
|
exploded.emit(current_size - 1, global_position)
|
||||||
queue_free()
|
queue_free()
|
Loading…
Reference in New Issue
Block a user