platformer mostly working and overall game logic also coming along well

This commit is contained in:
Tabby 2025-05-16 23:16:29 +10:00
parent 88cb8f5899
commit df9ad93a43
5 changed files with 31 additions and 12 deletions

View file

@ -35,12 +35,16 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
for i in range(2):
#warning_areas[i].visible = stage == GameStage.Warning and safe_lane!=i
#laser_areas[i].visible = stage == GameStage.Lasers and safe_lane!=i
for i in range(3):
warning_areas[i].visible = stage == GameStage.Warning and safe_lane!=i
laser_areas[i].visible = stage == GameStage.Lasers and safe_lane!=i
if(stage == GameStage.Lasers and safe_lane!=i):
if laser_areas[i].get_overlapping_areas().size()>0:
end_game()
game_lose.emit()
pass
warning_areas[0].visible = stage == GameStage.Warning
laser_areas[0].visible = stage == GameStage.Lasers
#warning_areas[0].visible = stage == GameStage.Warning
#laser_areas[0].visible = stage == GameStage.Lasers
#todo make sure lasers dont trigger the door/remote/event hitboxes
func update_ui(score : int, lives :int):
@ -60,6 +64,7 @@ func start_game():
pass
func end_game():
# set stage back to none?
game_active = false
pass
@ -68,5 +73,10 @@ func _on_timer_timeout() -> void:
if(stage == GameStage.Warning):
stage = GameStage.Lasers
timer.start(laser_duration)
if(stage == GameStage.Lasers):
elif(stage == GameStage.Lasers):
stage = GameStage.None
if(game_active):
game_win.emit()
end_game()
#if i havent died yet, then win