Adds red button support

This commit is contained in:
2024-10-05 22:09:04 +02:00
parent 1a4878f32e
commit 9cccf190ad
4 changed files with 121 additions and 21 deletions

View File

@@ -1,14 +1,20 @@
extends StaticBody2D
extends Node2D
@export var input_name = ""
@export var color_mix:Color = Color(1,1,1)
const ENEMY = preload("res://enemy.tscn")
const DISTANCE = 40
var red_button = false
var should_move = false
func _unhandled_input(event: InputEvent) -> void:
if(event.is_action_pressed(input_name)):
print_debug(input_name)
$AnimatedSprite2D.play("pressed")
var children = get_children(false)
var was_valid_input = false
if(red_button):
get_parent().red_button_press()
for a in children:
if(a.has_method("button_pressed")):
a.button_pressed()
@@ -17,14 +23,23 @@ func _unhandled_input(event: InputEvent) -> void:
if get_parent().has_method("bad_press"):
get_parent().bad_press()
func get_has_enemy():
return get_children().any(func (a:Node):return a.has_method("button_pressed"))
func _on_spawn_tick_timeout() -> void:
spawn_enemy()
func set_red_button(is_red: bool):
red_button = is_red
if is_red:
$AnimatedSprite2D.play("red")
else:
$AnimatedSprite2D.play("default")
#func _process(delta: float) -> void:
#$AnimatedSprite2D.modulate = color_mix
func spawn_enemy():
if get_children().any(func (a:Node):return a.has_method("button_pressed")):
if get_has_enemy():
return
elif(randi_range(0,1)==1):
if(randi_range(0,1)==1):
var enemy = ENEMY.instantiate()
print_debug(randf_range(0.0, 2.0) * PI)
add_child(enemy)
@@ -35,6 +50,15 @@ func spawn_enemy():
func enemy_attacked():
#TODO: check for collisions
if red_button:
get_parent().change_red_button()
return
move_button()
func move_button():
should_move = true
global_position = get_random_position()
@@ -47,3 +71,16 @@ func get_random_position():
var x = randi_range(area2d.global_position.x + area2d.shape.get_rect().position.x, area2d.global_position.x + area2d.shape.get_rect().end.x)
var y = randi_range(area2d.global_position.y + area2d.shape.get_rect().position.y, area2d.global_position.y + area2d.shape.get_rect().end.y)
return Vector2(x,y)
var should_really_move = false
func _on_area_2d_area_entered(area: Area2D) -> void:
if should_really_move:
move_button()
if should_move:
move_button()
func _on_area_2d_area_exited(area: Area2D) -> void:
if should_move:
should_really_move = true
should_move = false