i think the asteroids, bullet hell insta win/lose +bullet hell out of bounds bug are fixed
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6 changed files with 45 additions and 6 deletions
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@ -15,6 +15,7 @@ enum Mode{
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@export var dead_channel : bool # mark channel as disabled so game logic doesnt try to switch it on
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@export var dead_channel : bool # mark channel as disabled so game logic doesnt try to switch it on
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@export var win_result_tex : Texture
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@export var win_result_tex : Texture
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@export var lose_result_tex : Texture
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@export var lose_result_tex : Texture
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@export var result_display_time : float = 2
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@export_group("Node References")
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@export_group("Node References")
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@export var offline_channel_cover : TextureRect
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@export var offline_channel_cover : TextureRect
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@export var static_channel_cover : TextureRect
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@export var static_channel_cover : TextureRect
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@ -65,13 +66,13 @@ func make_offline():
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func win_channel():
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func win_channel():
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GameManager.channel_win.emit()
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GameManager.channel_win.emit()
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result_cover.texture = win_result_tex
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result_cover.texture = win_result_tex
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result_realness = 2
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result_realness = result_display_time
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win_player.play()
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win_player.play()
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end_channel()
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end_channel()
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func lose_channel():
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func lose_channel():
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GameManager.channel_lose.emit()
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GameManager.channel_lose.emit()
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result_cover.texture = lose_result_tex
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result_cover.texture = lose_result_tex
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result_realness = 2
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result_realness = result_display_time
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lose_player.play()
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lose_player.play()
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end_channel()
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end_channel()
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5
bugs.md
5
bugs.md
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@ -1,5 +1,10 @@
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# Post jam changes
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# Post jam changes
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- [ ] asteroids just kills you
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- [ ] asteroids just kills you
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- [ ] start by disabling game overs so we can watch the game loop
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- [ ] maybe also extend the display of ticks and crosses for testing
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- [ ] issue is also present in bullet hell, likely somehting to do with area detection
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- [ ] bullets are created outside of the game node causing them to persist over games
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- [ ] if you lose the scene doesnt remove itself (probably removes one of the bullets instead)
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- [ ] can leave level in bullet hell
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- [ ] can leave level in bullet hell
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# Games
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# Games
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@ -10,7 +10,7 @@ enum Gamemode{
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signal game_over(score : int)
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signal game_over(score : int)
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@export var max_lives = 3
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@export var max_lives = 3
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@export var lives = 3
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@export var lives = 3 #debug
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@export var platformer_game : PackedScene
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@export var platformer_game : PackedScene
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@export var games : Array[PackedScene]
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@export var games : Array[PackedScene]
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@export var zoom_speed : float = 0.5
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@export var zoom_speed : float = 0.5
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@ -34,7 +34,7 @@ func spawn_new_asteroid():
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newAsteroid.global_position = asteroid_spawns[randSpawn].global_position
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newAsteroid.global_position = asteroid_spawns[randSpawn].global_position
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newAsteroid.target_pos = player.global_position
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newAsteroid.target_pos = player.global_position
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#newBullet.heading = -newBullet.global_position.normalized()
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#newBullet.heading = -newBullet.global_position.normalized()
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get_parent().add_child(newAsteroid)
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add_child(newAsteroid)
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func _on_area_2d_area_entered(area: Area2D) -> void:
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func _on_area_2d_area_entered(area: Area2D) -> void:
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@ -37,7 +37,7 @@ func spawn_new_bullet():
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follow_line.progress_ratio = randf()
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follow_line.progress_ratio = randf()
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newBullet.global_position = follow_line.global_position
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newBullet.global_position = follow_line.global_position
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#newBullet.heading = -newBullet.global_position.normalized()
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#newBullet.heading = -newBullet.global_position.normalized()
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get_parent().add_child(newBullet)
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add_child(newBullet)
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func _on_hitbox_area_entered(area: Area2D) -> void:
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func _on_hitbox_area_entered(area: Area2D) -> void:
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=3 uid="uid://cnpyrh4c6a7cg"]
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[gd_scene load_steps=12 format=3 uid="uid://cnpyrh4c6a7cg"]
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[ext_resource type="Script" uid="uid://dld4egumb2u0o" path="res://games/bullet_hell/bullet_hell.gd" id="1_uvm3w"]
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[ext_resource type="Script" uid="uid://dld4egumb2u0o" path="res://games/bullet_hell/bullet_hell.gd" id="1_uvm3w"]
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[ext_resource type="Script" uid="uid://c100m60xe4k3r" path="res://games/bullet_hell/bulletHellMovement.gd" id="1_x66ke"]
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[ext_resource type="Script" uid="uid://c100m60xe4k3r" path="res://games/bullet_hell/bulletHellMovement.gd" id="1_x66ke"]
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@ -30,6 +30,9 @@ point_count = 2
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[sub_resource type="LabelSettings" id="LabelSettings_uvm3w"]
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[sub_resource type="LabelSettings" id="LabelSettings_uvm3w"]
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font_size = 46
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font_size = 46
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uvm3w"]
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size = Vector2(658, 26)
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[node name="BulletHell" type="Node" node_paths=PackedStringArray("spawn_line", "follow_line", "win_progress")]
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[node name="BulletHell" type="Node" node_paths=PackedStringArray("spawn_line", "follow_line", "win_progress")]
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script = ExtResource("1_uvm3w")
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script = ExtResource("1_uvm3w")
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spawn_line = NodePath("Path2D")
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spawn_line = NodePath("Path2D")
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@ -103,4 +106,34 @@ grow_vertical = 0
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text = "Dodge with IJKL!"
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text = "Dodge with IJKL!"
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label_settings = SubResource("LabelSettings_uvm3w")
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label_settings = SubResource("LabelSettings_uvm3w")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(-3, -17)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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position = Vector2(319, 3)
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shape = SubResource("RectangleShape2D_uvm3w")
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[node name="StaticBody2D2" type="StaticBody2D" parent="."]
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position = Vector2(-3, 370)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D2"]
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position = Vector2(319, 3)
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shape = SubResource("RectangleShape2D_uvm3w")
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[node name="StaticBody2D3" type="StaticBody2D" parent="."]
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position = Vector2(-10, -77)
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rotation = 1.57079
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D3"]
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position = Vector2(319, 3)
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shape = SubResource("RectangleShape2D_uvm3w")
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[node name="StaticBody2D4" type="StaticBody2D" parent="."]
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position = Vector2(656, -91)
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rotation = 1.57079
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D4"]
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position = Vector2(319, 3)
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shape = SubResource("RectangleShape2D_uvm3w")
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[connection signal="area_entered" from="CharacterBody2D/hitbox" to="." method="_on_hitbox_area_entered"]
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[connection signal="area_entered" from="CharacterBody2D/hitbox" to="." method="_on_hitbox_area_entered"]
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