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extends Level
const _bullet_scene = preload("res://scenes/levels/pixel/bullet.tscn")
const _enemy_scene = preload("res://scenes/levels/pixel/spaceship.tscn")
func _new_bullet(velocity, team) -> Bullet:
var bullet = _bullet_scene.instance()
bullet.velocity = velocity
bullet.team = team
$BulletHolder.add_child(bullet)
return bullet
func _new_enemy():
var enemy = _enemy_scene.instance()
enemy.position = Vector2(500 + randi() % 80, (randf() * 600) - 350)
enemy.scale.x *= -1
enemy.team = Bullet.CHAOS
$Enemies.add_child(enemy)
enemy.connect("area_shape_entered", self, "_on_enemy_area_shape_entered", [enemy])
return enemy
func start():
.start()
t = 0
$Enemies.get_children().clear()
var enemy_count = 5
if Settings.difficulty == Settings.Difficulty.HARD:
enemy_count += 3
for i in range(5):
_new_enemy()
var t = 0
var bullet_timer = 1.5
var enemy_speed = 1
func _process(delta):
if not running:
return
t += delta
while t > bullet_timer:
t -= bullet_timer
var b = _new_bullet(10, Bullet.ORDER)
b.position = $spaceship.position + Vector2(16, 0)
for e in $Enemies.get_children():
b = _new_bullet(10, Bullet.CHAOS)
b.position = e.position - Vector2(16, 0)
if $Enemies.get_child_count() == 0:
finish_level()
return
for e in $Enemies.get_children():
e.position -= Vector2(enemy_speed, 0)
if e.position.x < $spaceship.position.x:
lose_all_hearts()
return
$spaceship.position.y = max(0, min(get_viewport().get_mouse_position().y, get_viewport_rect().size.y)) - 360
func _on_enemy_area_shape_entered(area_id, area, area_shape, local_shape, e):
if area is Bullet and area.team == Bullet.CHAOS:
return
if area is Bullet:
area.queue_free()
elif area.team == Bullet.CHAOS:
return
e.queue_free()
func _on_spaceship_area_shape_entered(area_id, area, area_shape, local_shape):
if area is Bullet:
if area.team == Bullet.CHAOS:
lose_heart()
else:
lose_all_hearts()
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