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

View File

@@ -0,0 +1,55 @@
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