Add wave variations
This commit is contained in:
parent
9c7b3617c5
commit
35a59cf753
1 changed files with 52 additions and 8 deletions
|
@ -8,6 +8,10 @@ var projectile = preload("res://circleProjectiles.tscn")
|
|||
const WAVE_TIME = 5.0
|
||||
const PROJECTILE_DISTANCE = 1500
|
||||
const PROJECTILE_VELOCITY = 500
|
||||
const HORIZONTAL_WAVE_COLOR = Color(1, 0, 1)
|
||||
const HORIZONTAL_WAVE_COLOR_ALT = Color(1, 1, 0)
|
||||
const VERTICAL_WAVE_COLOR = Color(0, 1, 1)
|
||||
const VERTICAL_WAVE_COLOR_ALT = Color(0, 1, 0)
|
||||
|
||||
var wave_timer = 3.0
|
||||
|
||||
|
@ -15,6 +19,45 @@ var wave_timer = 3.0
|
|||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
func wave_random():
|
||||
for i in range(10):
|
||||
var projectile_instance = projectile.instantiate()
|
||||
var random_angle = randf_range(0.0, PI * 2.0)
|
||||
var projectile_sprite = projectile_instance.find_child("Sprite2D")
|
||||
projectile_instance.position = Vector2(cos(random_angle) * PROJECTILE_DISTANCE + player.position.x, sin(random_angle) * PROJECTILE_DISTANCE + player.position.y)
|
||||
projectile_instance.linear_velocity = Vector2(-cos(random_angle) * PROJECTILE_VELOCITY, -sin(random_angle) * PROJECTILE_VELOCITY)
|
||||
projectile_sprite.self_modulate = Color(randf_range(0.5, 1.0), randf_range(0.5, 1.0), randf_range(0.5, 1.0))
|
||||
add_child(projectile_instance)
|
||||
|
||||
func wave_horizontal():
|
||||
var left = true if randi_range(0, 1) == 0 else false
|
||||
for i in range(8):
|
||||
var projectile_instance = projectile.instantiate()
|
||||
var random_angle = 0
|
||||
if left:
|
||||
random_angle = randf_range(-PI / 2.0, PI / 2.0)
|
||||
else:
|
||||
random_angle = randf_range(PI / 2.0, PI * 3.0 / 2.0)
|
||||
var projectile_sprite = projectile_instance.find_child("Sprite2D")
|
||||
projectile_instance.position = Vector2(cos(random_angle) * PROJECTILE_DISTANCE + player.position.x, sin(random_angle) * PROJECTILE_DISTANCE + player.position.y)
|
||||
projectile_instance.linear_velocity = Vector2(-cos(random_angle) * PROJECTILE_VELOCITY, -sin(random_angle) * PROJECTILE_VELOCITY)
|
||||
projectile_sprite.self_modulate = HORIZONTAL_WAVE_COLOR if left else HORIZONTAL_WAVE_COLOR_ALT
|
||||
add_child(projectile_instance)
|
||||
|
||||
func wave_vertical():
|
||||
var up = true if randi_range(0, 1) == 0 else false
|
||||
for i in range(8):
|
||||
var projectile_instance = projectile.instantiate()
|
||||
var random_angle = 0
|
||||
if up:
|
||||
random_angle = randf_range(0, PI)
|
||||
else:
|
||||
random_angle = randf_range(PI, PI * 2.0)
|
||||
var projectile_sprite = projectile_instance.find_child("Sprite2D")
|
||||
projectile_instance.position = Vector2(cos(random_angle) * PROJECTILE_DISTANCE + player.position.x, sin(random_angle) * PROJECTILE_DISTANCE + player.position.y)
|
||||
projectile_instance.linear_velocity = Vector2(-cos(random_angle) * PROJECTILE_VELOCITY, -sin(random_angle) * PROJECTILE_VELOCITY)
|
||||
projectile_sprite.self_modulate = VERTICAL_WAVE_COLOR if up else VERTICAL_WAVE_COLOR_ALT
|
||||
add_child(projectile_instance)
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
|
@ -25,14 +68,15 @@ func _process(delta):
|
|||
wave_timer += delta
|
||||
if wave_timer >= WAVE_TIME:
|
||||
wave_timer = 0
|
||||
for i in range(10):
|
||||
var projectile_instance = projectile.instantiate()
|
||||
var random_angle = randf_range(0.0, PI * 2.0)
|
||||
var projectile_sprite = projectile_instance.find_child("Sprite2D")
|
||||
projectile_instance.position = Vector2(cos(random_angle) * PROJECTILE_DISTANCE + player.position.x, sin(random_angle) * PROJECTILE_DISTANCE + player.position.y)
|
||||
projectile_instance.linear_velocity = Vector2(-cos(random_angle) * PROJECTILE_VELOCITY, -sin(random_angle) * PROJECTILE_VELOCITY)
|
||||
projectile_sprite.self_modulate = Color(randf_range(0.5, 1.0), randf_range(0.5, 1.0), randf_range(0.5, 1.0))
|
||||
add_child(projectile_instance)
|
||||
match randi_range(0, 2):
|
||||
0:
|
||||
wave_random()
|
||||
1:
|
||||
wave_horizontal()
|
||||
2:
|
||||
wave_vertical()
|
||||
_:
|
||||
wave_random()
|
||||
|
||||
func do_restart():
|
||||
get_tree().reload_current_scene()
|
||||
|
|
Loading…
Reference in a new issue