Fixed shield crash and material coloring

This commit is contained in:
gotfishmakesticks 2024-01-18 13:43:03 +03:00
commit 255a47f6da
7 changed files with 10 additions and 12 deletions

View file

@ -19,7 +19,7 @@ func _on_body_entered(body):
ship_in_menu = true
body.allow_shooting = false
menu_inst = menu.instantiate()
menu_inst.modulate = get_parent().modulate
menu_inst.modulate = get_parent().material.get_shader_parameter('color')
menu_inst.base = get_parent()
body.find_child("GUI").add_child(menu_inst)
body.minimap.visible = false

View file

@ -20,6 +20,7 @@ var wave_positions = [Vector2.ZERO,Vector2.ZERO,Vector2.ZERO,Vector2.ZERO,Vector
func _ready():
recharge_timer.timeout.connect(recharging_timer_out)
laser_timer.timeout.connect(laser_timer_out)
material = ship.material
func deal_damage(damage : float,hit_position : Vector2):
# Shield wave

View file

@ -16,19 +16,10 @@ var turbo_enabled = false
var alternative_movement = false
var destination_angle : float
var destination_difference : float
var rdy = false
func _ready():
get_tree().create_timer(0.05).timeout.connect(is_rdy)
func is_rdy():
rdy = true
hull = ship.hull
func _physics_process(delta):
if !rdy:
return
hull = ship.hull
modulate = ship.material.get_shader_parameter('color')
var turbo_input = Input.get_action_raw_strength("turbo")
var acceleration_input = Input.get_axis("deccelerate", "accelerate") if ship is MainShip else 1.0
var rotation_input = Input.get_axis("rotateleft","rotateright")

View file

@ -45,5 +45,5 @@ func shoot():
proj_inst.global_position = spawner.global_position
proj_inst.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2)
proj_inst.faction = ship.faction
proj_inst.modulate = ship.modulate
proj_inst.modulate = ship.material.get_shader_parameter('color')
weapon_shooted.emit()