Added explosion on laser destroy
This commit is contained in:
15
Dunkanoid.gd
15
Dunkanoid.gd
@@ -6,6 +6,7 @@ var _Upgrade = preload("res://Upgrade/Upgrade.tscn")
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var _Alien = preload("res://Alien.tscn")
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var _Bullet = preload("res://Bullet.tscn")
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var _Coin = preload("res://Coin/Coin.tscn")
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var _Explosion = preload("res://Explosion.tscn")
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@onready var ScoreNode = $ScoreCard/Score/ScoreBox
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@onready var LivesNode = $ScoreCard/Lives/LivesBox
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@@ -172,11 +173,18 @@ func new_level() -> void:
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add_child(ball)
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balls.push_back(ball)
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get_tree().create_timer(2).timeout.connect(show_start)
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func show_start() -> void:
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StartNode.visible = true
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Music.jingle_finished.connect(_on_start_round_finished)
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Music.jingle(Music.JINGLE_LEVEL_START)
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func _brick_destroyed(brick) -> void:
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func _brick_destroyed(brick, is_laser) -> void:
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if is_laser:
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var exp = _Explosion.instantiate()
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exp.global_position = brick.global_position
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add_child(exp)
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Global.score += brick.value
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if randf() >= Global.get_powerup_percent():
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var upgrade = _Upgrade.instantiate()
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@@ -287,7 +295,8 @@ func _on_hit_floor(ball, _power) -> void:
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if lives <= 0:
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var tween = get_tree().create_tween()
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tween.tween_property($ColorRect, "color", Color(0, 0, 0, 1), 2)
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tween.finished.connect(_go_to_game_over)
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tween.finished.connect(_go_to_game_over)
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mode = MODE_WAIT
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else:
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PaddleNode.normal()
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ball = _Ball.instantiate()
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@@ -478,7 +487,7 @@ func fire_bullet() -> void:
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bullet.linear_velocity = Vector2(0, -500)
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func _on_bullet_hit_brick(node, power) -> void:
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node.hit(power)
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node.hit(power, true)
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func _on_bullet_hit_alien(node, power) -> void:
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node.hit(power)
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