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extends Area2D
# Member variables
const SPEED = 200
var screen_size
var prev_shooting = false
var killed = false
func _fixed_process(delta):
var motion = Vector2()
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if Input.is_action_pressed("move_down"):
motion += Vector2(0, 1)
if Input.is_action_pressed("move_left"):
motion += Vector2(-1, 0)
if Input.is_action_pressed("move_right"):
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
set_pos(pos)
if (shooting and not prev_shooting):
# Just pressed
var shot = preload("res://shot.tscn").instance()
# 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
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))
func _ready():
screen_size = get_viewport().get_rect().size
set_fixed_process(true)
func _hit_something():
if (killed):
return
killed = true
get_node("anim").play("explode")
get_node("sfx").play("sound_explode")
get_node("../hud/game_over").show()
get_node("/root/game_state").game_over()
get_parent().stop()
set_process(false)
func _on_ship_body_enter(body):
_hit_something()
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.tscn")
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