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authorRémi Verschelde <remi@verschelde.fr>2015-12-09 08:49:06 +0100
committerRémi Verschelde <remi@verschelde.fr>2015-12-09 08:49:06 +0100
commitdb9da152765357c5e484792fc5e31a25acbc7616 (patch)
treef58497abcecc0a74d3d12132f134a5e0b279cc24 /demos/2d/space_shooter/ship.gd
parentefbb834936fdc9da9789ad37c9cc61e0b90cda95 (diff)
parent52d515b611ed1f593e23b0adabedbd9fd59dc7db (diff)
Merge pull request #2853 from akien-mga/pr-demos-code-formatting
Improve demos code formatting and update to 2.0
Diffstat (limited to 'demos/2d/space_shooter/ship.gd')
-rw-r--r--demos/2d/space_shooter/ship.gd65
1 files changed, 29 insertions, 36 deletions
diff --git a/demos/2d/space_shooter/ship.gd b/demos/2d/space_shooter/ship.gd
index fa444868a4..b6c1200632 100644
--- a/demos/2d/space_shooter/ship.gd
+++ b/demos/2d/space_shooter/ship.gd
@@ -1,71 +1,65 @@
extends Area2D
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
const SPEED = 200
var screen_size
+var prev_shooting = false
+var killed = false
-var prev_shooting=false
func _process(delta):
-
var motion = Vector2()
if Input.is_action_pressed("move_up"):
- motion+=Vector2(0,-1)
+ motion += Vector2(0, -1)
if Input.is_action_pressed("move_down"):
- motion+=Vector2(0,1)
+ motion += Vector2(0, 1)
if Input.is_action_pressed("move_left"):
- motion+=Vector2(-1,0)
+ motion += Vector2(-1, 0)
if Input.is_action_pressed("move_right"):
- motion+=Vector2(1,0)
+ motion += Vector2(1, 0)
var shooting = Input.is_action_pressed("shoot")
-
+
var pos = get_pos()
- pos+=motion*delta*SPEED
- if (pos.x<0):
- pos.x=0
- if (pos.x>screen_size.x):
- pos.x=screen_size.x
- if (pos.y<0):
- pos.y=0
- if (pos.y>screen_size.y):
- pos.y=screen_size.y
-
+ pos += motion*delta*SPEED
+ if (pos.x < 0):
+ pos.x = 0
+ if (pos.x > screen_size.x):
+ pos.x = screen_size.x
+ if (pos.y < 0):
+ pos.y = 0
+ if (pos.y > screen_size.y):
+ pos.y = screen_size.y
+
set_pos(pos)
if (shooting and not prev_shooting):
- # just pressed
+ # Just pressed
var shot = preload("res://shot.scn").instance()
- #use the position3d as reference
- shot.set_pos( get_node("shootfrom").get_global_pos() )
- #put it two parents above, so it is not moved by us
+ # Use the Position2D as reference
+ shot.set_pos(get_node("shootfrom").get_global_pos())
+ # Put it two parents above, so it is not moved by us
get_node("../..").add_child(shot)
- #play sound
+ # Play sound
get_node("sfx").play("shoot")
-
prev_shooting = shooting
+
+ # Update points counter
+ get_node("../hud/score_points").set_text(str(get_node("/root/game_state").points))
- #update points counter
- get_node("../hud/score_points").set_text( str(get_node("/root/game_state").points) )
func _ready():
- # Initialization here
screen_size = get_viewport().get_rect().size
set_process(true)
- pass
-var killed=false
func _hit_something():
if (killed):
return
- killed=true
+ killed = true
get_node("anim").play("explode")
get_node("sfx").play("sound_explode")
get_node("../hud/game_over").show()
@@ -74,15 +68,14 @@ func _hit_something():
set_process(false)
-func _on_ship_body_enter( body ):
+func _on_ship_body_enter(body):
_hit_something()
-func _on_ship_area_enter( area ):
+func _on_ship_area_enter(area):
if (area.has_method("is_enemy") and area.is_enemy()):
_hit_something()
func _on_back_to_menu_pressed():
get_tree().change_scene("res://main_menu.scn")
- pass # replace with function body