Ebb and flow

This commit is contained in:
LittleSheep 2024-02-16 23:35:39 +08:00
parent 7cc86d8546
commit cc562a4950
31 changed files with 330 additions and 65 deletions

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@ -51,7 +51,8 @@ skill_dash={
} }
weapon_fire={ weapon_fire={
"deadzone": 0.5, "deadzone": 0.5,
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respawn_timer = NodePath("RespawnTimer")
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@ -20,8 +23,9 @@ common_target = NodePath("../Player")
[node name="BulletFarm" type="Node2D" parent="."] [node name="BulletFarm" type="Node2D" parent="."]
[node name="Player" parent="." node_paths=PackedStringArray("weapon_bullet_parent") instance=ExtResource("1_nq1ke")] [node name="Player" parent="." node_paths=PackedStringArray("weapon_bullet_parent", "statistics") instance=ExtResource("1_nq1ke")]
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statistics = NodePath("../Statistics")
[node name="Tower" parent="." instance=ExtResource("2_betjv")] [node name="Tower" parent="." instance=ExtResource("2_betjv")]
@ -31,3 +35,17 @@ curve = SubResource("Curve2D_gwd20")
[node name="EnemySpawnPoint" type="PathFollow2D" parent="EnemySpawnPath"] [node name="EnemySpawnPoint" type="PathFollow2D" parent="EnemySpawnPath"]
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[connection signal="tower_broken" from="Tower" to="FinishScreen" method="_show"]
[connection signal="wave_finished" from="Statistics" to="EnemyFarm" method="_on_wave_finished"]
[connection signal="wave_started" from="Statistics" to="EnemyFarm" method="_on_wave_started"]

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@ -1,7 +1,7 @@
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@ -22,6 +22,7 @@ rotation = 1.5708
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@ -1,6 +1,7 @@
extends CharacterBody2D extends CharacterBody2D
@export var damage = 12.0 @export var damage = 12.0
@export var knockback = 4
func _physics_process(delta): func _physics_process(delta):
var collision = move_and_collide(velocity * delta) var collision = move_and_collide(velocity * delta)
@ -8,6 +9,8 @@ func _physics_process(delta):
if collision: if collision:
var collider = collision.get_collider() var collider = collision.get_collider()
if collider is Enemy: if collider is Enemy:
var normal = collision.get_normal()
collider.velocity = collider.velocity.bounce(normal) * knockback
collider.take_damage(damage) collider.take_damage(damage)
queue_free() queue_free()

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@ -2,6 +2,8 @@ class_name Enemy
extends CharacterBody2D extends CharacterBody2D
signal enemy_defeat
@export var damage = 8.0 @export var damage = 8.0
@export var max_health = 20 @export var max_health = 20
@ -13,4 +15,5 @@ func _ready():
func take_damage(amount: float): func take_damage(amount: float):
health -= amount health -= amount
if health <= 0: if health <= 0:
enemy_defeat.emit()
queue_free() queue_free()

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@ -1,11 +1,15 @@
extends Node2D extends Node2D
signal enemy_defeat
@export var common_parent: Node2D @export var common_parent: Node2D
@export var path_follow: PathFollow2D @export var path_follow: PathFollow2D
@export var target: PackedScene @export var target: PackedScene
@export var common_target: Node2D @export var common_target: Node2D
@export var respawn_timer: Timer
func spawn(): func spawn():
var instance = target.instantiate() var instance = target.instantiate()
@ -18,6 +22,16 @@ func spawn():
instance.speed = randi_range(800, 1400) instance.speed = randi_range(800, 1400)
instance.target = common_target instance.target = common_target
instance.connect("enemy_defeat", _on_enemy_defeat)
# Add into common parent # Add into common parent
common_parent.add_child(instance) common_parent.add_child(instance)
func _on_wave_finished():
respawn_timer.stop()
func _on_wave_started():
respawn_timer.start()
func _on_enemy_defeat():
enemy_defeat.emit()

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@ -14,6 +14,8 @@ extends CharacterBody2D
@export var fire_cooldown_duration = 0.2 @export var fire_cooldown_duration = 0.2
@export var fire_cooldown_timer: Timer @export var fire_cooldown_timer: Timer
@export var statistics: Statistics
func deal_move(delta): func deal_move(delta):
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down") var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = velocity.move_toward(input_direction * speed, speed * delta) velocity = velocity.move_toward(input_direction * speed, speed * delta)
@ -36,6 +38,7 @@ func deal_weapon_shoot():
bullet.global_position = global_position bullet.global_position = global_position
bullet.velocity = direction * weapon_bullet_speed bullet.velocity = direction * weapon_bullet_speed
statistics.bullet_shoot += 1
fire_cooldown_timer.start(fire_cooldown_duration) fire_cooldown_timer.start(fire_cooldown_duration)
func _on_dash_cooled_down(): func _on_dash_cooled_down():

71
scripts/statistics.gd Normal file
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@ -0,0 +1,71 @@
class_name Statistics
extends Node
signal wave_finished
signal wave_started
var time_started
var time_survived
var wave_passed: int
var in_wave_gap: bool
var enemies_defeated: int
var bullet_shoot: int
@export var wave_gap_duration = 10
@export var wave_duration = 10
@export var wave_multiplier = 1.5
@export var wave_timer: Timer
@export var wave_gap_timer: Timer
func _ready():
time_started = Time.get_ticks_msec()
time_survived = null
wave_passed = 0
enemies_defeated = 0
bullet_shoot = 0
_on_wave_gap_passed()
func _on_game_over():
time_survived = get_time_survived()
func get_current_wave():
return wave_passed + 1
func get_current_wave_time():
if in_wave_gap:
return get_current_wave_duration() - $WaveGapTimer.time_left
else:
return get_current_wave_duration() - $WaveTimer.time_left
func get_current_wave_duration():
if in_wave_gap:
return wave_gap_duration
else:
return wave_duration + wave_multiplier * wave_passed
func get_time_survived():
if time_survived == null:
return Time.get_ticks_msec() - time_started
else:
return time_survived
func _on_enemy_defeated():
enemies_defeated += 1
func _on_wave_passed():
wave_passed += 1
in_wave_gap = true
wave_finished.emit()
wave_gap_timer.start(wave_gap_duration)
func _on_wave_gap_passed():
in_wave_gap = false
wave_started.emit()
wave_timer.wait_time = get_current_wave_duration()
wave_timer.start()

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@ -2,6 +2,6 @@ extends Sprite2D
@export var regeneration_progress = 0.5 @export var regeneration_progress = 0.5
func _process(delta): func _process(_wdelta):
set_modulate(Color(1, 1, 1, regeneration_progress)) set_modulate(Color(1, 1, 1, regeneration_progress))
rotation_degrees += 1 rotation_degrees += 1

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@ -0,0 +1,6 @@
extends Control
@export var stats: Statistics
func _show():
visible = true

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@ -0,0 +1,25 @@
extends Control
@export var stats: Statistics
@export var survived_indicator: Label
@export var wave_indicator: Label
@export var wave_progress: ProgressBar
var wave_stylebox = StyleBoxFlat.new()
var wave_gap_stylebox = StyleBoxFlat.new()
func _ready():
wave_stylebox.bg_color = Color("84ba7a")
wave_gap_stylebox.bg_color = Color("89a1e5")
func _process(_delta):
survived_indicator.text = "%.2fs" % (stats.get_time_survived() / 1000.0)
wave_indicator.text = "%d" % stats.get_current_wave()
if stats.in_wave_gap:
wave_progress.add_theme_stylebox_override("fill", wave_gap_stylebox)
else:
wave_progress.add_theme_stylebox_override("fill", wave_stylebox)
wave_progress.value = stats.get_current_wave_time() / stats.get_current_wave_duration() * 100