various updates

This commit is contained in:
Tabby 2025-05-23 21:36:52 +10:00
parent 8d6da7bf7e
commit 43b52fcea9
17 changed files with 244 additions and 109 deletions

View file

@ -4,23 +4,23 @@ extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var time_per_bullet : float = 2
var next_bullet : float =2
@export var bullet_cooldown : float = 1
var cooldown : float = 0
@export var bullet_spawn : Marker2D
@export var bullet_goal : Marker2D
func _ready() -> void:
next_bullet = time_per_bullet
cooldown = 0
func _process(delta: float) -> void:
next_bullet -= delta
if next_bullet <= 0:
cooldown -= delta
if cooldown <= 0 and Input.is_action_just_pressed("invaders_shoot"):
shoot()
func shoot():
next_bullet = time_per_bullet
var new_bullet : Node2D = load("res://games/asteroids/bullet.tscn").instantiate() as Node2D
new_bullet.goal = bullet_goal.global_position
cooldown = bullet_cooldown
var new_bullet : Node2D = load("res://games/space invaders/invadersBullet.tscn").instantiate() as Node2D
#new_bullet.goal = bullet_goal.global_position
new_bullet.position = bullet_spawn.global_position
get_parent().add_child(new_bullet)
@ -28,10 +28,11 @@ func _physics_process(delta: float) -> void:
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("invaders_left", "invaders_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
#var direction := Input.get_axis("invaders_left", "invaders_right")
#if direction:
#velocity.x = direction * SPEED
#else:
#velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()