diff --git a/boxedSpace.gd b/boxedSpace.gd index ad0bc31..5c84b74 100644 --- a/boxedSpace.gd +++ b/boxedSpace.gd @@ -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()