Here is a quick summary of the final state of all the scripts used in this game.
TitleScene.gd
extends Control
func _ready():
globals.kills = 0
globals.currentStage = 0
func _on_QuitGameButton_pressed():
get_tree().quit()
func _on_NewGameButton_pressed():
get_tree().change_scene("GameScene.tscn")
GameScene.gd
extends Node2D
enum GameState { Loading, Running, GameOver }
onready var State = GameState.Loading;
onready var enemyObj = preload("res://Enemy.tscn")
var Player = null
var cam = null
func _ready():
var labelText = "Stage " + str(globals.currentStage)
$Label.set_text(labelText)
$AnimationPlayer.play("Stage Display")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
$HUD/Kills.set_text("Kills:" + str(globals.kills))
pass
func _input(event):
if(State == GameState.GameOver):
get_tree().change_scene("TitleScene.tscn")
func startAnimationDone():
$Label.visible = false
Player = load("res://Player.tscn").instance()
Player.position = Vector2(300,720/2)
cam = Camera2D.new()
cam.position.x = 360
cam.make_current()
Player.add_child(cam)
add_child(Player)
SpawnEnemies()
State = GameState.Running
func _on_Area2D_area_entered(area):
#Did we hit the trigger to queue boss fight?
if(area.get_collision_layer_bit(4)):
if(State == GameState.Running):
Player.speed = 0
globals.currentStage = globals.currentStage + 1
get_tree().reload_current_scene()
func _on_GroundArea_area_entered(area):
if(State == GameState.Running):
Player.explode()
func PlayerDied():
for i in Player.get_children():
i.queue_free()
remove_child(Player)
State = GameState.GameOver
$Label.set_text("Game Over")
$Label.visible = true
$Label.set_position(Vector2(1280/2 - 200, 720/2))
func SpawnEnemy(x,y):
var enemy = enemyObj.instance()
enemy.set_position(Vector2(x,y))
add_child(enemy)
func SpawnEnemies():
randomize()
# One extra plane per stage
for i in range(0,10+globals.currentStage):
SpawnEnemy(700 + randi()%5000,randi()%int(get_viewport_rect().size.y))
func SpawnBossWave():
for i in range(0,10):
SpawnEnemy(3800 + randi()%220, randi()%720)
Player.gd
extends Node2D
var speed = 150
var verticalMovement = 0
const MAX_VERTICAL_MOVEMENT = 200
var bulletObj = null
const RATE_OF_FIRE = 3.0
var dying = false
onready var shotCooldown = $Timer
onready var explode = preload("res://Explosion.tscn").instance()
func _ready():
bulletObj = load("res://Bullet.tscn")
shotCooldown.wait_time = 1.0/RATE_OF_FIRE
shotCooldown.one_shot = true
func _process(delta):
move_local_x(speed*delta)
if(self.position.y > 1 && self.position.y <= get_viewport_rect().size.y):
move_local_y(verticalMovement*delta)
else:
if(self.position.y < 1):
move_local_y(10) #Bounce off top
verticalMovement = 0
if(self.position.y > get_viewport_rect().size.y):
move_local_y(-10) #Bounce off bottom
verticalMovement = 0
if(dying == true):
if(shotCooldown.time_left == 0):
get_node("/root/GameSceneRoot").PlayerDied()
queue_free()
print("Dead")
func stop():
speed = 0
func explode():
explode.set_position(self.get_position())
get_parent().add_child(explode)
globals.kills = globals.kills + 1
shotCooldown.wait_time = 2.5
shotCooldown.start()
$PlayerSprite.visible = false
dying = true
func _input(event):
if(event.is_action("PLAYER_UP")):
if(verticalMovement >= -MAX_VERTICAL_MOVEMENT):
verticalMovement-=10
if(event.is_action("PLAYER_DOWN")):
if(verticalMovement <= MAX_VERTICAL_MOVEMENT):
verticalMovement+=10
if(event.is_action("PLAYER_SHOOT")):
if(shotCooldown.time_left == 0):
var bullet = bulletObj.instance()
bullet.position = self.get_position()
bullet.position.y = bullet.position.y + 20
get_node("/root/GameSceneRoot").add_child(bullet)
shotCooldown.start()
func _on_Area2D_area_entered(area):
#Layer 2 is another enemy
if(area.get_collision_layer_bit(2)):
explode()
Enemy.gd
extends Node2D
var sprite = null;
const sprites = [ "enemy1_blue.png", "enemy1_green.png",
"enemy1_red.png", "enemy1_yellow.png",
"enemy2_blue.png", "enemy2_pink.png",
"enemy2_red.png", "enemy2_yellow.png"]
var speed = 100
onready var explode = preload("res://Explosion.tscn").instance()
func _ready():
speed = speed + (globals.currentStage * 10)
func _enter_tree():
sprite = Sprite.new()
sprite.texture = load("res://assets/graphics/enemies/" + sprites[randi()%sprites.size()])
add_child(sprite)
func _process(delta):
move_local_x(-delta*speed)
func _on_Area2D_area_entered(area):
#Hit by bullet
if(area.get_collision_layer_bit(3)):
explode.set_position(self.get_position())
get_parent().add_child(explode)
globals.kills = globals.kills + 1
queue_free()
Bullet.gd
extends Node2D
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
move_local_x(delta * 400)
func _on_Area2D_area_entered(area):
if(area.get_collision_layer_bit(2)):
queue_free()
Explosion.gd
extends Node2D
func _ready():
$AnimationPlayer.play("Explode")
globals.gd
extends Node var currentStage = 1 var kills = 0

Started out good, then got messy because of things showing up from nowhere..