fuzzyworld

godot-shooter / change-html-template / files / World.gd

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World.gd

Commits that changed this file, newest first · file

2023-11-076ae9f30Fade in the power-ups as they appear, lower their population size, and spawn them at (1 + randf()), so they should spawn in a uniform donut outside the current screen.Pavel Safronov
2023-11-07da9d123Stop hiding the mouse, and create enemies slightly farther off-screen.Pavel Safronov
2023-11-060bfcffeSimplified the smoke a bit, increased player health.Pavel Safronov
2023-11-06c106156Slight reworking of the spawning code.Pavel Safronov
2023-11-06def0190Add actual midpoint calculation, so movement should again work on mobile.Pavel Safronov
2023-11-06969fd5aA number of changes: - bullets last longer - player now has a shooting range, which defines how far away an enemy has to be to be targeted - changed how the Enemy animation works, fixed it and separated some actions - implemented a scheme in World where items (enemies, health and speed powerups) will replace themselves when one of them leaves - if any items are too far from the player (screen radius * 2), then that item will be removed, and due to the above scheme, it will be replaced with a closer versionPavel Safronov
2023-11-06e496c54Player and enemies now turn slowly toward their goals: destination for player, player for enemies. Also removed some logging calls.Pavel Safronov
2023-11-051e3c7d1Simplify controls a bit.Pavel Safronov
2023-11-055dbe390Fix mouse cursors across game and pause menu.Pavel Safronov
2023-11-05eb32e75Hide the mouse and always follow it with the destination graphic.Pavel Safronov
2023-11-05ded27faFix navigation on mobile.Pavel Safronov
2023-11-055222000A few tied-up changes: - added pause functionality, though there's no background in the pause screen yet, for some reason - once an enemy is killed, its collision shape is disabled - moved some code around from the world to the HUD, so restart and exit will continue to work even during pause - added Utils.filter to filter an array of items - closest living enemy is now targetedPavel Safronov
2023-11-02ad6f22aRemoved a lot of logging statements and added logging statements for setting the destination. Speeding up enemies. Random changes to filtering.Pavel Safronov
2023-11-0250483a8Added a character theme, which uses the same common font, but has a smaller font size.Pavel Safronov
2023-11-02adab6dcSimplified enemy fade-out and ensured that the enemy is properly deleted after the animation is done.Pavel Safronov
2023-11-021d4ba5aIdentify the currently-targeted enemy.Pavel Safronov
2023-11-02c8fdf5bMake enemies dangerous.Pavel Safronov
2023-11-026e5e56fOnly reset destination when a player touches it.Pavel Safronov
2023-11-02748f09dSlowed things down, removed the debug label from the HUD, changed the background to a nice blue.Pavel Safronov
2023-11-01279c747Trying to convert the mobile position to global position.Pavel Safronov
2023-11-01592bb6eChanged debug to the click position.Pavel Safronov
2023-11-01a71b517Try handling the mobile touch event.Pavel Safronov
2023-11-018c2ffd3Fixed some errors about variable usages. Adding a debug label, so it's possible to get some debug info on mobile.Pavel Safronov
2023-11-01d5d1043Added fading instructions at the beginning.Pavel Safronov
2023-11-01f398dcbShip is now shooting automatically at the closest enemy. Enemies now hurt the player for 2 points and self destruct when they contact the player.Pavel Safronov
2023-11-01f108d95Removed most controls, now just using clicks. Added a destination red x, which appears when the user clicks on the game, and that's the ship's destination. Once the destination is reached, it disappears, but the ship continues flying in the same direction.Pavel Safronov
2023-11-01e9f8f8fGot the background parallax stars working, mostly. Removed some commented-out code. Changed the enemy addition code to use call_deferred, so we're not modifying the physics system while the collisions are being processed.Pavel Safronov
2023-11-010c1938aSpawn new enemies outside of the visible window.Pavel Safronov
2023-11-015b18ed8Added HUD with score, which gets incremented by 1 for each killed enemy. Implemented signals for this, so it's easy to know when an enemy died and to act on that. Also did some minor renames, starting to use `Explosion` for the imported scene, and `explosion` for its instance. Also did a move of resources, which created a huge change, but it was all just to add a new assets folder and a place for the font.Pavel Safronov