FlatWhite/gamescene.gd

108 lines
3.1 KiB
GDScript

extends Node2D
onready var wall_res = preload("res://Wall.tscn")
onready var laser_e_res = preload("res://Laser_enemy.tscn")
onready var laser_res = preload("res://Laser_obj.tscn")
onready var screenSize = get_viewport().get_visible_rect().size
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var wall_move = false
var shift_time = 0.5
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
print(screenSize)
$Wall_Spawner.toggle_spawner(true,false)
#$Wall_Spawner.deactivate_spawner()
pass
func _process(delta):
if wall_move:
screenshake(16,0.2)
pass
func _on_Wall_Spawner_wall_spawned(gap_pos, gap_size, shift_pos):
var topwall = wall_res.instance()
get_node(".").add_child(topwall)
topwall.connect("out_of_bound", self, "despawn_wall")
var bottomwall = wall_res.instance()
get_node(".").add_child(bottomwall)
bottomwall.connect("moving", self, "toggle_screenshake")
bottomwall.connect("out_of_bound", self, "despawn_wall")
topwall.position = Vector2(gap_pos.x,(gap_pos.y -29-gap_size)*Global.GRID_SIZE)
topwall.set_scale(Vector2(1, 15))
bottomwall.position = Vector2(gap_pos.x, screenSize.y - (27-gap_pos.y-gap_size)*Global.GRID_SIZE)#
bottomwall.set_scale(Vector2(1, 15))
if shift_pos-gap_pos.y != 0:
topwall.set_shift(shift_time,(shift_pos-gap_pos.y)*Global.GRID_SIZE)
bottomwall.set_shift(shift_time,(shift_pos-gap_pos.y)*Global.GRID_SIZE)
#screenSize.y/Global.GRID_SIZE
func despawn_wall(wall):
get_node(".").remove_child(wall)
get_tree().queue_delete(wall)
func shoot_laser(laser_en):
var l = laser_res.instance()
get_node(".").add_child(l)
l.position = Vector2(0,laser_en.position.y)
l.connect("kill_zone",self,"check_laser_target")
despawn_wall(laser_en)
screenshake(32,0.4)
#l.tween_node.connect("tween_completed",self, "despawn_wall",l)
func check_laser_target(body):
#for b in body:
if body == $Player:
OS.delay_msec(10)
$Player/AnimatedSprite.play()
$Player.dead = true
func _on_Player_gameover():
Global.diff_level = 1
if $Player.score>Global.high_score:
Global.high_score = $Player.score
Global.return_to_menu = true
Global.playable = false
get_tree().change_scene("res://mainmenu.tscn")
func _on_Wall_Spawner_laser_spawned(pos):
var l_enemy = laser_e_res.instance()
get_node(".").add_child(l_enemy)
l_enemy.connect("shoot",self,"shoot_laser")
l_enemy.position = Vector2(screenSize.x-32, pos*Global.GRID_SIZE)
l_enemy.place_obj(screenSize.x,screenSize.x-32,0.2)
func toggle_screenshake(state):
wall_move = state
func screenshake(off,mag):
$cam.set_offset(Vector2( \
rand_range(-off,off) * mag, \
rand_range(-off,off) * mag ))
func _on_leveltimer_timeout():
Global.diff_level = min(Global.diff_level+1,10)
if Global.diff_level == 2:
$Wall_Spawner.toggle_spawner(false,true)
elif Global.diff_level == 3:
$Wall_Spawner.toggle_spawner(true,true)
else:
if math.randint(0,1):
$Wall_Spawner.toggle_spawner(true,math.randint(0,1))
else:
$Wall_Spawner.toggle_spawner(false,true)
$Wall_Spawner/spawntimer.set_wait_time(max(1.5-0.15*Global.diff_level,0.7))
shift_time = max(1-0.1*Global.diff_level,0.3)