i think the asteroids, bullet hell insta win/lose +bullet hell out of bounds bug are fixed

This commit is contained in:
Tabby 2025-05-18 10:32:25 +10:00
parent ebf3b2ee4c
commit 8de322825c
6 changed files with 45 additions and 6 deletions

View file

@ -15,6 +15,7 @@ enum Mode{
@export var dead_channel : bool # mark channel as disabled so game logic doesnt try to switch it on
@export var win_result_tex : Texture
@export var lose_result_tex : Texture
@export var result_display_time : float = 2
@export_group("Node References")
@export var offline_channel_cover : TextureRect
@export var static_channel_cover : TextureRect
@ -65,13 +66,13 @@ func make_offline():
func win_channel():
GameManager.channel_win.emit()
result_cover.texture = win_result_tex
result_realness = 2
result_realness = result_display_time
win_player.play()
end_channel()
func lose_channel():
GameManager.channel_lose.emit()
result_cover.texture = lose_result_tex
result_realness = 2
result_realness = result_display_time
lose_player.play()
end_channel()

View file

@ -1,5 +1,10 @@
# Post jam changes
- [ ] asteroids just kills you
- [ ] start by disabling game overs so we can watch the game loop
- [ ] maybe also extend the display of ticks and crosses for testing
- [ ] issue is also present in bullet hell, likely somehting to do with area detection
- [ ] bullets are created outside of the game node causing them to persist over games
- [ ] if you lose the scene doesnt remove itself (probably removes one of the bullets instead)
- [ ] can leave level in bullet hell
# Games

View file

@ -10,7 +10,7 @@ enum Gamemode{
signal game_over(score : int)
@export var max_lives = 3
@export var lives = 3
@export var lives = 3 #debug
@export var platformer_game : PackedScene
@export var games : Array[PackedScene]
@export var zoom_speed : float = 0.5

View file

@ -34,7 +34,7 @@ func spawn_new_asteroid():
newAsteroid.global_position = asteroid_spawns[randSpawn].global_position
newAsteroid.target_pos = player.global_position
#newBullet.heading = -newBullet.global_position.normalized()
get_parent().add_child(newAsteroid)
add_child(newAsteroid)
func _on_area_2d_area_entered(area: Area2D) -> void:

View file

@ -37,7 +37,7 @@ func spawn_new_bullet():
follow_line.progress_ratio = randf()
newBullet.global_position = follow_line.global_position
#newBullet.heading = -newBullet.global_position.normalized()
get_parent().add_child(newBullet)
add_child(newBullet)
func _on_hitbox_area_entered(area: Area2D) -> void:

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=3 uid="uid://cnpyrh4c6a7cg"]
[gd_scene load_steps=12 format=3 uid="uid://cnpyrh4c6a7cg"]
[ext_resource type="Script" uid="uid://dld4egumb2u0o" path="res://games/bullet_hell/bullet_hell.gd" id="1_uvm3w"]
[ext_resource type="Script" uid="uid://c100m60xe4k3r" path="res://games/bullet_hell/bulletHellMovement.gd" id="1_x66ke"]
@ -30,6 +30,9 @@ point_count = 2
[sub_resource type="LabelSettings" id="LabelSettings_uvm3w"]
font_size = 46
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uvm3w"]
size = Vector2(658, 26)
[node name="BulletHell" type="Node" node_paths=PackedStringArray("spawn_line", "follow_line", "win_progress")]
script = ExtResource("1_uvm3w")
spawn_line = NodePath("Path2D")
@ -103,4 +106,34 @@ grow_vertical = 0
text = "Dodge with IJKL!"
label_settings = SubResource("LabelSettings_uvm3w")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(-3, -17)
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2(319, 3)
shape = SubResource("RectangleShape2D_uvm3w")
[node name="StaticBody2D2" type="StaticBody2D" parent="."]
position = Vector2(-3, 370)
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D2"]
position = Vector2(319, 3)
shape = SubResource("RectangleShape2D_uvm3w")
[node name="StaticBody2D3" type="StaticBody2D" parent="."]
position = Vector2(-10, -77)
rotation = 1.57079
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D3"]
position = Vector2(319, 3)
shape = SubResource("RectangleShape2D_uvm3w")
[node name="StaticBody2D4" type="StaticBody2D" parent="."]
position = Vector2(656, -91)
rotation = 1.57079
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D4"]
position = Vector2(319, 3)
shape = SubResource("RectangleShape2D_uvm3w")
[connection signal="area_entered" from="CharacterBody2D/hitbox" to="." method="_on_hitbox_area_entered"]