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

@ -171,6 +171,7 @@ horizontal_alignment = 1
vertical_alignment = 1
[node name="LabelSell" type="Label" parent="TradingMenu"]
layout_mode = 0
offset_left = 320.0
offset_top = 64.0
offset_right = 640.0
@ -205,6 +206,7 @@ text = "0"
vertical_alignment = 1
[node name="FoodCount" type="Label" parent="TradingMenu"]
layout_mode = 0
offset_left = 201.0
offset_top = 592.0
offset_right = 321.0
@ -213,6 +215,7 @@ text = "0"
vertical_alignment = 1
[node name="MineralsCount" type="Label" parent="TradingMenu"]
layout_mode = 0
offset_left = 361.0
offset_top = 592.0
offset_right = 481.0
@ -221,6 +224,7 @@ text = "0"
vertical_alignment = 1
[node name="WaterCount" type="Label" parent="TradingMenu"]
layout_mode = 0
offset_left = 521.0
offset_top = 592.0
offset_right = 640.0

View file

@ -3,6 +3,7 @@
[ext_resource type="Script" path="res://scripts/objects/Shield.gd" id="1_3t0v2"]
[node name="Shield" type="Node2D" node_paths=PackedStringArray("recharge_timer", "laser_timer")]
use_parent_material = true
script = ExtResource("1_3t0v2")
max_capacity = 5
recharge_timer = NodePath("Timer")

View file

@ -3,6 +3,7 @@
[ext_resource type="Script" path="res://scripts/objects/Shield.gd" id="1_6qr86"]
[node name="Shield" type="Node2D" node_paths=PackedStringArray("recharge_timer", "laser_timer")]
use_parent_material = true
script = ExtResource("1_6qr86")
max_capacity = 10
recharge_timer = NodePath("Timer")

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()