Fixed shield crash and material coloring
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parent
793938857e
commit
255a47f6da
7 changed files with 10 additions and 12 deletions
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@ -171,6 +171,7 @@ horizontal_alignment = 1
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vertical_alignment = 1
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vertical_alignment = 1
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[node name="LabelSell" type="Label" parent="TradingMenu"]
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[node name="LabelSell" type="Label" parent="TradingMenu"]
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layout_mode = 0
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offset_left = 320.0
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offset_left = 320.0
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offset_top = 64.0
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offset_top = 64.0
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offset_right = 640.0
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offset_right = 640.0
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@ -205,6 +206,7 @@ text = "0"
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vertical_alignment = 1
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vertical_alignment = 1
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[node name="FoodCount" type="Label" parent="TradingMenu"]
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[node name="FoodCount" type="Label" parent="TradingMenu"]
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layout_mode = 0
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offset_left = 201.0
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offset_left = 201.0
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offset_top = 592.0
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offset_top = 592.0
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offset_right = 321.0
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offset_right = 321.0
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@ -213,6 +215,7 @@ text = "0"
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vertical_alignment = 1
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vertical_alignment = 1
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[node name="MineralsCount" type="Label" parent="TradingMenu"]
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[node name="MineralsCount" type="Label" parent="TradingMenu"]
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layout_mode = 0
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offset_left = 361.0
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offset_left = 361.0
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offset_top = 592.0
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offset_top = 592.0
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offset_right = 481.0
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offset_right = 481.0
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@ -221,6 +224,7 @@ text = "0"
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vertical_alignment = 1
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vertical_alignment = 1
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[node name="WaterCount" type="Label" parent="TradingMenu"]
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[node name="WaterCount" type="Label" parent="TradingMenu"]
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layout_mode = 0
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offset_left = 521.0
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offset_left = 521.0
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offset_top = 592.0
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offset_top = 592.0
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offset_right = 640.0
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offset_right = 640.0
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@ -3,6 +3,7 @@
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[ext_resource type="Script" path="res://scripts/objects/Shield.gd" id="1_3t0v2"]
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[ext_resource type="Script" path="res://scripts/objects/Shield.gd" id="1_3t0v2"]
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[node name="Shield" type="Node2D" node_paths=PackedStringArray("recharge_timer", "laser_timer")]
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[node name="Shield" type="Node2D" node_paths=PackedStringArray("recharge_timer", "laser_timer")]
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use_parent_material = true
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script = ExtResource("1_3t0v2")
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script = ExtResource("1_3t0v2")
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max_capacity = 5
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max_capacity = 5
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recharge_timer = NodePath("Timer")
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recharge_timer = NodePath("Timer")
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@ -3,6 +3,7 @@
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[ext_resource type="Script" path="res://scripts/objects/Shield.gd" id="1_6qr86"]
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[ext_resource type="Script" path="res://scripts/objects/Shield.gd" id="1_6qr86"]
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[node name="Shield" type="Node2D" node_paths=PackedStringArray("recharge_timer", "laser_timer")]
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[node name="Shield" type="Node2D" node_paths=PackedStringArray("recharge_timer", "laser_timer")]
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use_parent_material = true
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script = ExtResource("1_6qr86")
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script = ExtResource("1_6qr86")
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max_capacity = 10
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max_capacity = 10
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recharge_timer = NodePath("Timer")
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recharge_timer = NodePath("Timer")
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@ -19,7 +19,7 @@ func _on_body_entered(body):
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ship_in_menu = true
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ship_in_menu = true
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body.allow_shooting = false
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body.allow_shooting = false
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menu_inst = menu.instantiate()
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menu_inst = menu.instantiate()
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menu_inst.modulate = get_parent().modulate
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menu_inst.modulate = get_parent().material.get_shader_parameter('color')
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menu_inst.base = get_parent()
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menu_inst.base = get_parent()
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body.find_child("GUI").add_child(menu_inst)
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body.find_child("GUI").add_child(menu_inst)
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body.minimap.visible = false
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body.minimap.visible = false
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@ -20,6 +20,7 @@ var wave_positions = [Vector2.ZERO,Vector2.ZERO,Vector2.ZERO,Vector2.ZERO,Vector
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func _ready():
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func _ready():
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recharge_timer.timeout.connect(recharging_timer_out)
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recharge_timer.timeout.connect(recharging_timer_out)
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laser_timer.timeout.connect(laser_timer_out)
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laser_timer.timeout.connect(laser_timer_out)
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material = ship.material
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func deal_damage(damage : float,hit_position : Vector2):
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func deal_damage(damage : float,hit_position : Vector2):
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# Shield wave
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# Shield wave
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@ -16,19 +16,10 @@ var turbo_enabled = false
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var alternative_movement = false
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var alternative_movement = false
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var destination_angle : float
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var destination_angle : float
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var destination_difference : float
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var destination_difference : float
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var rdy = false
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func _ready():
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get_tree().create_timer(0.05).timeout.connect(is_rdy)
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func is_rdy():
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rdy = true
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hull = ship.hull
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func _physics_process(delta):
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func _physics_process(delta):
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if !rdy:
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return
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hull = ship.hull
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hull = ship.hull
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modulate = ship.material.get_shader_parameter('color')
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var turbo_input = Input.get_action_raw_strength("turbo")
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var turbo_input = Input.get_action_raw_strength("turbo")
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var acceleration_input = Input.get_axis("deccelerate", "accelerate") if ship is MainShip else 1.0
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var acceleration_input = Input.get_axis("deccelerate", "accelerate") if ship is MainShip else 1.0
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var rotation_input = Input.get_axis("rotateleft","rotateright")
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var rotation_input = Input.get_axis("rotateleft","rotateright")
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@ -45,5 +45,5 @@ func shoot():
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proj_inst.global_position = spawner.global_position
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proj_inst.global_position = spawner.global_position
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proj_inst.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2)
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proj_inst.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2)
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proj_inst.faction = ship.faction
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proj_inst.faction = ship.faction
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proj_inst.modulate = ship.modulate
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proj_inst.modulate = ship.material.get_shader_parameter('color')
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weapon_shooted.emit()
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weapon_shooted.emit()
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