Implemented win/lose scenes and added fire spinner trap

This commit is contained in:
VoidTwo
2021-12-09 22:55:16 -06:00
parent 8bd4acb6fe
commit 8707397bb7
20 changed files with 577 additions and 90 deletions

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extends StaticBody2D
export var glowing_fireball: PackedScene
var player: KinematicBody2D = null
var center: Vector2
var shoot_directions: Array
var rotated_shoot_directions: Array
func _ready() -> void:
center = $Sprite.global_position
shoot_directions = [
Vector2(center.x - 1, center.y),
Vector2(center.x + 1, center.y),
Vector2(center.x, center.y - 1),
Vector2(center.x, center.y + 1)]
rotated_shoot_directions = [
Vector2(center.x - 1, center.y - 1),
Vector2(center.x + 1, center.y + 1),
Vector2(center.x + 1, center.y - 1),
Vector2(center.x - 1, center.y + 1)]
return
func _on_spinner_timeout():
$Sprite.set_rotation_degrees($Sprite.get_rotation_degrees() + 45)
return
func _on_shoot_timeout():
if player:
var shoot_array: Array
if int($Sprite.get_rotation_degrees()) % 90 == 0:
shoot_array = shoot_directions
else:
shoot_array = rotated_shoot_directions
for itr in shoot_array:
var projectile: Node = glowing_fireball.instance()
projectile.init(center, itr)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
return
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
return
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = null
return

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://Sprites/Levels/Objects/Fire_Spinner.png" type="Texture" id=1]
[ext_resource path="res://Levels/Traps/Fire Spinner.gd" type="Script" id=2]
[ext_resource path="res://Enemies/Projectiles/Glowing Fireball.tscn" type="PackedScene" id=3]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=4]
[sub_resource type="CircleShape2D" id=1]
radius = 9.0
[sub_resource type="CircleShape2D" id=2]
radius = 80.0
[node name="Fire Spinner" type="StaticBody2D"]
light_mask = 0
collision_mask = 0
script = ExtResource( 2 )
glowing_fireball = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="Collision" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
shape = SubResource( 1 )
[node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false
light_mask = 0
shape = SubResource( 2 )
[node name="Light2D" type="Light2D" parent="."]
light_mask = 15
texture = ExtResource( 4 )
texture_scale = 0.3
color = Color( 1, 0.164706, 0, 1 )
energy = 1.5
shadow_item_cull_mask = 0
[node name="Spinner" type="Timer" parent="."]
wait_time = 2.0
autostart = true
[node name="Shoot" type="Timer" parent="."]
wait_time = 0.5
autostart = true
[connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_exited"]
[connection signal="timeout" from="Spinner" to="." method="_on_spinner_timeout"]
[connection signal="timeout" from="Shoot" to="." method="_on_shoot_timeout"]