9e479065f5
ortho camera sort fix, closes #2063
89 lines
1.8 KiB
GDScript
89 lines
1.8 KiB
GDScript
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extends Area2D
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# member variables here, example:
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# var a=2
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# var b="textvar"
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const SPEED = 200
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var screen_size
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var prev_shooting=false
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func _process(delta):
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var motion = Vector2()
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if Input.is_action_pressed("move_up"):
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motion+=Vector2(0,-1)
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if Input.is_action_pressed("move_down"):
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motion+=Vector2(0,1)
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if Input.is_action_pressed("move_left"):
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motion+=Vector2(-1,0)
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if Input.is_action_pressed("move_right"):
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motion+=Vector2(1,0)
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var shooting = Input.is_action_pressed("shoot")
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var pos = get_pos()
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pos+=motion*delta*SPEED
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if (pos.x<0):
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pos.x=0
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if (pos.x>screen_size.x):
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pos.x=screen_size.x
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if (pos.y<0):
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pos.y=0
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if (pos.y>screen_size.y):
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pos.y=screen_size.y
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set_pos(pos)
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if (shooting and not prev_shooting):
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# just pressed
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var shot = preload("res://shot.scn").instance()
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#use the position3d as reference
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shot.set_pos( get_node("shootfrom").get_global_pos() )
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#put it two parents above, so it is not moved by us
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get_node("../..").add_child(shot)
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#play sound
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get_node("sfx").play("shoot")
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prev_shooting = shooting
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#update points counter
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get_node("../hud/score_points").set_text( str(get_node("/root/game_state").points) )
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func _ready():
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# Initialization here
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screen_size = get_viewport().get_rect().size
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set_process(true)
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pass
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var killed=false
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func _hit_something():
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if (killed):
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return
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killed=true
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get_node("anim").play("explode")
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get_node("sfx").play("sound_explode")
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get_node("../hud/game_over").show()
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get_node("/root/game_state").game_over()
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get_parent().stop()
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set_process(false)
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func _on_ship_body_enter( body ):
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_hit_something()
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func _on_ship_area_enter( area ):
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if (area.has_method("is_enemy") and area.is_enemy()):
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_hit_something()
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func _on_back_to_menu_pressed():
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get_tree().change_scene("res://main_menu.scn")
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pass # replace with function body
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