fixs
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@@ -33,9 +33,13 @@ func start_two_player()->void:
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func start_menu(user_name : String)->void:
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printt(user_name, actual_score)
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if is_multiplayer:
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score.score_multiplayer[user_name] = actual_score
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var temp = score.score_multiplayer.get_or_add(user_name, 0.0)
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if temp < actual_score:
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score.score_multiplayer[user_name] = actual_score
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else:
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score.score_singleplayer[user_name] = actual_score
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var temp = score.score_singleplayer.get_or_add(user_name, 0.0)
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if temp < actual_score:
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score.score_singleplayer[user_name] = actual_score
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user_name = ""
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actual_score = 0
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is_multiplayer = false
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@@ -18,3 +18,4 @@ texture = ExtResource("1_u87q6")
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polygon = PackedVector2Array(12, -1, 6, -6, 5, -13, -8, -12, -12, -5, -12, 4, -6, 13, -2, 10, 2, 14, 12, 3)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_exited" from="." to="." method="_on_body_exited"]
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@@ -18,3 +18,4 @@ texture = ExtResource("2_e2m2r")
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polygon = PackedVector2Array(16, -23, 3, -29, -11, -27, -22, -12, -27, 2, -25, 21, -6, 30, 17, 23, 23, 10, 29, 1, 20, -8)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_exited" from="." to="." method="_on_body_exited"]
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@@ -18,3 +18,4 @@ texture = ExtResource("2_beklf")
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polygon = PackedVector2Array(23, 10, 36, -11, 22, -32, 8, -43, -32, -40, -40, -25, -43, 1, -40, 23, -24, 41, 3, 43, 38, 19)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_exited" from="." to="." method="_on_body_exited"]
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@@ -18,3 +18,4 @@ texture = ExtResource("2_gv6mu")
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polygon = PackedVector2Array(55, 3, 35, -20, 34, -40, 1, -49, -35, -52, -55, -29, -58, -1, -48, 30, -22, 53, 13, 58, 40, 30)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_exited" from="." to="." method="_on_body_exited"]
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@@ -43,8 +43,9 @@ func _ready() -> void:
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# Trier par ordre alphabétique
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tableau_paires.sort_custom(func(a, b): return a[\"value\"] > b[\"value\"])
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text += \"1 Player\"
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for i in range(clamp(5, 0, tableau_paires.size())):
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text += tableau_paires[i][\"key\"] + \" : \" + str(tableau_paires[i][\"value\"]) + \"\\n\"
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text += \"\\n\" + tableau_paires[i][\"key\"] + \" : \" + str(tableau_paires[i][\"value\"])
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"
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[sub_resource type="GDScript" id="GDScript_u3kfb"]
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@@ -57,8 +58,9 @@ func _ready() -> void:
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# Trier par ordre alphabétique
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tableau_paires.sort_custom(func(a, b): return a[\"value\"] < b[\"value\"])
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text += \"2 Players\"
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for i in range(clamp(5, 0, tableau_paires.size())):
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text += tableau_paires[i][\"key\"] + \" : \" + str(tableau_paires[i][\"value\"]) + \"\\n\"
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text += \"\\n\" + tableau_paires[i][\"key\"] + \" : \" + str(tableau_paires[i][\"value\"])
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"
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[node name="load_screen" type="Node2D"]
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@@ -1,10 +1,23 @@
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[gd_scene load_steps=8 format=3 uid="uid://36q833dx6dmq"]
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[gd_scene load_steps=7 format=3 uid="uid://36q833dx6dmq"]
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[ext_resource type="Script" uid="uid://c3i2bhlectmoo" path="res://script/ship.gd" id="1_4cq66"]
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[ext_resource type="Texture2D" uid="uid://b037piy3tkefs" path="res://assets/ship.png" id="1_l3rv8"]
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[ext_resource type="PackedScene" uid="uid://b1jtii12cqye1" path="res://scene/shoot.tscn" id="2_v4325"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_4cq66"]
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[sub_resource type="Animation" id="Animation_fbih1"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Ship:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Color(1, 1, 1, 1)]
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}
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[sub_resource type="Animation" id="Animation_bf7x5"]
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resource_name = "blink"
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@@ -22,36 +35,18 @@ tracks/0/keys = {
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"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0), Color(1, 1, 1, 1), Color(1, 1, 1, 0), Color(1, 1, 1, 1), Color(1, 1, 1, 0), Color(1, 1, 1, 1), Color(1, 1, 1, 0), Color(1, 1, 1, 1), Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
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}
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[sub_resource type="Animation" id="Animation_fbih1"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Ship:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Color(1, 1, 1, 1)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_l7n8u"]
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_data = {
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&"RESET": SubResource("Animation_fbih1"),
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&"blink": SubResource("Animation_bf7x5")
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}
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[node name="CharacterBody2D" type="CharacterBody2D" node_paths=PackedStringArray("animation")]
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[node name="CharacterBody2D" type="CharacterBody2D" node_paths=PackedStringArray("animation", "target")]
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script = ExtResource("1_4cq66")
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SHOOT_NODE = ExtResource("2_v4325")
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TIME_INVUL = 2.0
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animation = NodePath("AnimationPlayer")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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rotation = 1.5708
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shape = SubResource("RectangleShape2D_4cq66")
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target = NodePath("Node2D")
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[node name="Ship" type="Sprite2D" parent="."]
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texture_filter = 1
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@@ -62,3 +57,9 @@ texture = ExtResource("1_l3rv8")
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libraries = {
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&"": SubResource("AnimationLibrary_l7n8u")
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}
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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polygon = PackedVector2Array(14, 2, 14, -2, -9, -10, -13, -10, -14, -9, -14, 8, -13, 9, -9, 9)
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[node name="Node2D" type="Node2D" parent="."]
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position = Vector2(15, 0)
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@@ -68,4 +68,10 @@ func _on_body_entered(body: Node) -> void:
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GameController.emit_signal("point_gain", type)
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split()
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elif body is Ship and !body.is_inv():
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GameController.emit_signal("player_hit")
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body.is_currently_hit = true
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#GameController.emit_signal("player_hit")
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func _on_body_exited(body: Node) -> void:
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if body is Ship:
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body.is_currently_hit = false
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@@ -11,11 +11,10 @@ func _on_item_list_item_selected(index: int) -> void:
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func _on_item_list_item_activated(index: int) -> void:
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var temp = $Control/ItemList.get_item_text(index)
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print(temp)
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var nbr = player_name.length()
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if temp == "Back":
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player_name[-1] = ""
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elif temp == "Enter":
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elif temp == "Enter" and player_name.length() > 0:
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GameController.emit_signal("go_to_menu", player_name)
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elif nbr < 10:
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player_name += temp
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@@ -6,6 +6,7 @@ class_name Ship
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@export var SHOOT_NODE: PackedScene
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@export var TIME_INVUL := 1.0
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@export var animation : AnimationPlayer
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@export var target : Node2D
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const SPEED = 25.0
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const JUMP_VELOCITY = -400.0
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@@ -17,6 +18,7 @@ var rota_temp: float
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var delay := 0.0
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var is_in = true
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var delay_inv := 0.0
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var is_currently_hit := false
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func _input(event):
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pass
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@@ -47,19 +49,22 @@ func _physics_process(delta: float) -> void:
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if horizontal != 0 or vertical != 0:
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direction = Vector2(vertical, horizontal)
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rotation = atan2(horizontal, vertical)
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rotation = rotate_toward(rotation ,atan2(horizontal, vertical), 0.5)
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if Input.is_action_pressed("ui_accept") and delay >= 0.5:
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shoot()
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delay = 0
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if !is_inv() and is_currently_hit:
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GameController.emit_signal("player_hit")
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move_and_slide()
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func shoot()->void:
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var new = SHOOT_NODE.instantiate()
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new.direction = direction
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new.position = position + (32 * direction.normalized())
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new.direction = (target.global_position - global_position).normalized()
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new.position = target.global_position
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get_parent().add_child(new)
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