push push dans la bouche

This commit is contained in:
MarcEricMartel
2023-10-11 04:21:07 -04:00
parent 1b15fc10a6
commit 3a80ba7646
8 changed files with 194 additions and 13 deletions

View File

@@ -7,7 +7,7 @@ extends CharacterBody2D
@onready var is_dying: bool = false
@export var level: int = 1
@export var hp: int = 100
@export var hp: int = 50
@export var maxhp: int = 100
@export var maxvel: float = 2
@export var experience: int = 0
@@ -32,6 +32,7 @@ extends CharacterBody2D
@onready var atkL: Node = atk1l
@onready var atkR: Node = atk1r
@onready var atk: String = "Attack"
@onready var is_dead: bool = false
@onready var list: Array = []
@@ -45,7 +46,7 @@ func remove_foe(foe):
# Called when the node enters the scene tree for the first time.
func _ready():
setLevel(2)
#setLevel(2)
atk1l.set_disabled(true)
atk1r.set_disabled(true)
atk2l.set_disabled(true)
@@ -54,6 +55,9 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if is_dead:
pass
if hp <= 0 && !is_dying:
$Death.start()
$Atk_cooldown.stop()
@@ -63,7 +67,7 @@ func _process(delta):
$DeathSnd.play()
if is_dying:
pass
is_dead = true
if abs(velocity.x) < 1 && abs(velocity.y) < 1 && !is_attacking:
setAnimState("Idle")
elif !is_attacking:
@@ -71,7 +75,7 @@ func _process(delta):
if state != "Attack" && state != "Attack2":
is_facing_left = velocity.x > 0 && !(velocity.x < 0)
if currentcooldown > 0.:
currentcooldown -= delta
# AI STUFF
@@ -186,7 +190,8 @@ func setLevel(lvl):
func _on_atk_cooldown_timeout():
currAtks = maxAtks
attack()
if !list.is_empty():
attack()
func _on_sprite_animation_looped():
@@ -207,9 +212,13 @@ func _on_attack_area_body_entered(body):
func _on_death_timeout():
pass
func _on_sprite_animation_finished():
$"..".win_screen()
queue_free()
func _on_sprite_animation_finished():
pass
func _on_death_snd_finished():
$DeathSnd.stop()

26
Scripts/ending.gd Normal file
View File

@@ -0,0 +1,26 @@
extends Control
var killcount: int = 0
var level: int = 1
var exp: int = 0
var message: String = ""
var is_win: bool = true
# Called when the node enters the scene tree for the first time.
func _ready():
if is_win:
$Enemy.hide()
$Message.text = message
$AmtKill.text = str(killcount)
$AmtLvl.text = str(level)
$AmtExp.text = str(exp)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_quit_pressed():
get_tree().quit()

View File

@@ -1,14 +1,45 @@
extends Node2D
var length: int = 0
var time: int = 0
var countdown: float = 0
# Called when the node enters the scene tree for the first time.
func _ready():
length = $Music.stream.get_length()
$Time.text = str(length)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
countdown += delta
if countdown > 1:
countdown -= 1
time = $Music.get_playback_position()
$Time.text = str(length - time)
pass
func win_screen():
get_tree().change_scene_to_file("res://Scenes/start_menu.tscn")
var enemy = $Enemy
var end = load("res://Scenes/ending.tscn").instantiate()
end.killcount = enemy.killcount
end.level = enemy.level
end.exp = enemy.experience
end.message = "Fabio le chevalier est mort, bravo."
self.queue_free()
get_tree().root.add_child(end)
func lose_screen():
var enemy = $Enemy
var end = load("res://Scenes/ending.tscn").instantiate()
end.killcount = enemy.killcount
end.level = enemy.level
end.exp = enemy.experience
end.is_win = false
end.message = "Fabio le chevalier et futur roi t'a torché... royalement. (HA!)"
self.queue_free()
get_tree().root.add_child(end)
func _on_music_finished():
lose_screen()