First commit

master
En Yi 2018-12-01 19:48:56 +00:00
commit 270f0937c9
126 changed files with 1863 additions and 0 deletions

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Data-Control.ttf 100644

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15
Enemy_spawner.gd 100644
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extends Node2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
pass
#func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass

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[gd_scene format=2]
[node name="Enemy_spawner" type="Node2D"]

14
Global.gd 100644
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extends Node
const GRID_SIZE = 16
var loading_game = false
var high_score = 0
var diff_level = 1
var level_duration = 15
var return_to_menu = false
var playable = true

23
Laser.gd 100644
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extends AnimatedSprite
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
signal shoot(obj)
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
pass
func place_obj(p1,p2,t):
$Tween.interpolate_property(self, "position:x",
p1, p2, t, Tween.TRANS_LINEAR, Tween.EASE_IN)
$Tween.start()
func _on_Timer_timeout():
set_frame(frame +1)
func _on_Laser_frame_changed():
if frame == 4:
emit_signal("shoot",self)

55
Laser_enemy.tscn 100644
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[gd_scene load_steps=7 format=2]
[ext_resource path="res://art/laser_frames/laser_e1.png" type="Texture" id=1]
[ext_resource path="res://art/laser_frames/laser_e2.png" type="Texture" id=2]
[ext_resource path="res://art/laser_frames/laser_e3.png" type="Texture" id=3]
[ext_resource path="res://art/laser_frames/laser_e4.png" type="Texture" id=4]
[ext_resource path="res://Laser.gd" type="Script" id=5]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 1 ), ExtResource( 2 ), ExtResource( 3 ), ExtResource( 4 ), ExtResource( 4 ) ],
"loop": true,
"name": "default",
"speed": 10.0
} ]
[node name="Laser" type="AnimatedSprite"]
frames = SubResource( 1 )
animation = "default"
script = ExtResource( 5 )
[node name="Timer" type="Timer" parent="." index="0"]
process_mode = 1
wait_time = 0.25
one_shot = false
autostart = true
[node name="Line2D" type="Line2D" parent="." index="1"]
position = Vector2( 15, 0 )
points = PoolVector2Array( -1000, 0, -32, 0 )
width = 2.0
default_color = Color( 1, 1, 1, 1 )
texture_mode = -1082452802
sharp_limit = 2.0
round_precision = 8
_sections_unfolded = [ "Border", "Fill", "Transform" ]
[node name="Tween" type="Tween" parent="." index="2"]
repeat = false
playback_process_mode = 1
playback_speed = 1.0
playback/active = false
playback/repeat = false
playback/speed = 1.0
[connection signal="frame_changed" from="." to="." method="_on_Laser_frame_changed"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]

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Laser_obj.gd 100644
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extends Area2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
onready var tween_node = $Tween
var active = true
var active_frames = 6;
signal kill_zone(body)
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
$activetimer.set_wait_time(active_frames/60)
func _on_Tween_tween_completed(object, key):
get_tree().queue_delete(self)
func _on_Laser_obj_body_entered(body):
if active:
print(body)
emit_signal("kill_zone", body)
func _on_activetimer_timeout():
active = false
tween_node.interpolate_property(self, "scale:y",
1, 0, 0.3, Tween.TRANS_LINEAR, Tween.EASE_IN)
tween_node.interpolate_property(self, "modulate",
Color(1, 1, 1, 1), Color(1, 1, 1, 0), 0.3, Tween.TRANS_LINEAR, Tween.EASE_IN)
tween_node.start()

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Laser_obj.tscn 100644
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[gd_scene load_steps=4 format=2]
[ext_resource path="res://Laser_obj.gd" type="Script" id=1]
[ext_resource path="res://art/laser_beam.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 312, 6.43319 )
[node name="Laser_obj" type="Area2D"]
input_pickable = true
gravity_vec = Vector2( 0, 1 )
gravity = 98.0
linear_damp = 0.1
angular_damp = 1.0
audio_bus_override = false
audio_bus_name = "Master"
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="." index="0"]
position = Vector2( 296, 1.19209e-06 )
scale = Vector2( 78, 1.6 )
texture = ExtResource( 2 )
_sections_unfolded = [ "Offset", "Transform" ]
[node name="Tween" type="Tween" parent="." index="1"]
repeat = false
playback_process_mode = 1
playback_speed = 1.0
playback/active = false
playback/repeat = false
playback/speed = 1.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="2"]
position = Vector2( 296, 0 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="activetimer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 0.1
one_shot = true
autostart = true
[connection signal="body_entered" from="." to="." method="_on_Laser_obj_body_entered"]
[connection signal="tween_completed" from="Tween" to="." method="_on_Tween_tween_completed"]
[connection signal="timeout" from="activetimer" to="." method="_on_activetimer_timeout"]

6
Wall.gd 100644
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extends Node2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
signal out_of_bound(wall);

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Wall.tscn 100644
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[gd_scene load_steps=4 format=2]
[ext_resource path="res://wall.gd" type="Script" id=1]
[ext_resource path="res://art/wall.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 29.8667, 16 )
[node name="Wall" type="StaticBody2D"]
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
script = ExtResource( 1 )
_sections_unfolded = [ "Transform", "Z Index" ]
[node name="Sprite" type="Sprite" parent="." index="0"]
texture = ExtResource( 2 )
centered = false
_sections_unfolded = [ "Offset" ]
__meta__ = {
"_edit_lock_": true
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
position = Vector2( 32, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform", "Z Index" ]
__meta__ = {
"_edit_lock_": true
}
[node name="Tween" type="Tween" parent="." index="2"]
repeat = false
playback_process_mode = 1
playback_speed = 1.0
playback/active = false
playback/repeat = false
playback/speed = 1.0
[node name="Timer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 1.0
one_shot = true
autostart = false
[connection signal="tween_completed" from="Tween" to="." method="_on_Tween_tween_completed"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]

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Wall_Spawner.gd 100644
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extends Node2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
signal wall_spawned(gap_pos,gap_size,shift_pos);
signal laser_spawned(pos)
var prev_pos = 0
var prev_gap_size = 0
var active = true
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
$spawntimer.set_wait_time(1)
$spawntimer.connect("timeout",self, "spawn_wall")
$spawntimer.start()
$lasertimer.set_wait_time(1)
$lasertimer.connect("timeout",self, "spawn_laser")
$lasertimer.start()
func toggle_spawner(wall,laser):
if wall:
$spawntimer.start()
else:
$spawntimer.stop()
if laser:
$lasertimer.start()
else:
$lasertimer.stop()
func activate_spawner():
$spawntimer.start()
func spawn_wall():
var gap_size = math.randint(0,5)
var shifting = false
if gap_size >1:
shifting = math.randint(1,gap_size)>1
var gap_grid_pos
if not prev_pos:
gap_grid_pos = math.randint(5,20)
else:
#gap_grid_pos = prev_pos + pow(-1,math.randint(0,1)) * math.randint(5,15)
if randf() > int(prev_pos/24):
gap_grid_pos = prev_pos + math.randint(7,12)
else:
gap_grid_pos = prev_pos - math.randint(7,15)
gap_grid_pos = math.bound_val(gap_grid_pos,3,24)
var shift_pos
if shifting:
#print('shift set')
if randf() > int(gap_grid_pos/24):
shift_pos = gap_grid_pos + math.randint(5,8)
else:
shift_pos = gap_grid_pos - math.randint(5,8)
shift_pos = math.bound_val(shift_pos,5,24)
else:
shift_pos = gap_grid_pos
prev_pos = shift_pos
prev_gap_size = gap_size
emit_signal("wall_spawned",Vector2(position.x, gap_grid_pos),gap_size,shift_pos)
#emit_signal("wall_spawned",Vector2(position.x, gap_grid_pos),gap_size,shift_pos)
func spawn_laser():
var n_lasers;
if $spawntimer.is_stopped():
n_lasers = min(math.randint(1,4) + Global.diff_level - 3,8)
else:
n_lasers = math.randint(1,3)
for i in range(n_lasers):
var grid_pos = math.randint(2,29)
if prev_gap_size<1 and grid_pos == prev_pos:
grid_pos += pow(-1,math.randint(0,1))
emit_signal("laser_spawned",grid_pos)

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Wall_Spawner.tscn 100644
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[gd_scene load_steps=3 format=2]
[ext_resource path="res://Wall_Spawner.gd" type="Script" id=1]
[ext_resource path="res://icon.png" type="Texture" id=2]
[node name="Wall_Spawner" type="Node2D"]
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="." index="0"]
texture = ExtResource( 2 )
[node name="spawntimer" type="Timer" parent="." index="1"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false
[node name="lasertimer" type="Timer" parent="." index="2"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false

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