tweaks to assassinate vip mode

This commit is contained in:
derek
2025-05-05 16:37:57 -05:00
parent 7dc8ca1c88
commit 56af7a3481
10 changed files with 78 additions and 35 deletions

View File

@@ -2,20 +2,28 @@ extends Node
class_name Modifier
@export var time_to_kill : float = 30.0
@export var percent_of_targets : float = 1.0
@onready var level: Node3D = $"../../Level"
@onready var level_node: Node3D = $"../../Level"
@onready var scene_parent: Node3D = $"../.."
@onready var marker = preload("res://enemyTargetMarker.tscn")
@onready var level_control = get_tree().current_scene
var target_enemy
var total_targets
var active = false
var timer
func _ready() -> void:
await get_tree().create_timer(5).timeout
select_random_enemy()
await level_node.all_enemies_spawned
SignalBus.connect("enemy_killed",check_killed_target)
SignalBus.connect("player_left_tube",begin_activity)
timer = time_to_kill
scene_parent.tube_top.switch.active = false
scene_parent.tube_top.switch.label.text = str("Kill all vip \n targets to exit")
func begin_activity():
select_random_enemy()
func _process(delta: float) -> void:
if active:
@@ -24,6 +32,7 @@ func _process(delta: float) -> void:
timer -= delta
update_timer("kill target")
else:
level_control.last_hit = target_enemy
level_control.die()
active = false
else:
@@ -48,7 +57,7 @@ func add_marker_to_enemy():
instance_marker.global_position = target_enemy.global_position
func select_random_enemy():
var level_stuff = level.get_children()
var level_stuff = level_node.get_children()
var enemies = []
for node in level_stuff:
print(node)
@@ -61,4 +70,8 @@ func select_random_enemy():
active = true
print("TARGET ENEMY : ",target_enemy.name)
else:
print("KILLED EM ALL")
activity_completed()
SignalBus.emit_signal("ui_timer_visibility",false)
func activity_completed():
scene_parent.tube_top.switch.active = true

View File

@@ -48,6 +48,7 @@ func _ready() -> void:
SignalBus.player_hit.connect(player_hit)
SignalBus.ui_timer_update.connect(update_timer)
SignalBus.ui_timer_visibility.connect(toggle_timer_visibility)
money_count = GameGlobals.money
@@ -125,6 +126,9 @@ func _process(delta: float) -> void:
spawn_notifs()
wobble_items.position = hud_wobble(delta/Engine.time_scale)
func toggle_timer_visibility(timer_visible):
timer_counter.visible = timer_visible
func update_timer(label,timer):
if timer_counter.visible == false:
timer_counter.visible = true

View File

@@ -1,5 +1,7 @@
extends Node
signal all_enemies_spawned
@export_group("Main")
@export var room_lockdown : bool = false
@export var start_enemies : int = 20
@@ -79,3 +81,4 @@ func spawn_enemies():
add_child(enemy)
enemy.global_position = set_pos
emit_signal("all_enemies_spawned")

View File

@@ -18,6 +18,7 @@ signal king_killed()
signal weapon_list_changed()
## LEVEL
signal player_left_tube()
##ENEMY
signal suspicious_sound(position,loudness,max_distance)
@@ -25,3 +26,4 @@ signal engaging_target(enemy,target_position)
##UI
signal ui_timer_update(label,timer)
signal ui_timer_visibility(visible)

View File

@@ -12,6 +12,7 @@ signal switch_changed
@export var anim_player : AnimationPlayer
var switched_on : bool
var active = true
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -22,14 +23,24 @@ func _ready() -> void:
func switch():
if toggle_enabled:
if switched_on == true:
switched_on = false
switch_changed.emit()
if anim_player != null:
anim_player.play("off")
if active:
if toggle_enabled:
if switched_on == true:
switched_on = false
switch_changed.emit()
if anim_player != null:
anim_player.play("off")
else:
switched_on = true
switch_changed.emit()
if anim_player != null:
anim_player.play("on")
if timer_enabled:
start_timer()
else:
switched_on = true
switch_changed.emit()
@@ -39,15 +50,6 @@ func switch():
if timer_enabled:
start_timer()
else:
switched_on = true
switch_changed.emit()
if anim_player != null:
anim_player.play("on")
if timer_enabled:
start_timer()
func start_timer():
await get_tree().create_timer(timer_duration).timeout

View File

@@ -1,5 +1,7 @@
extends SwitchBasic
@export var label : Label3D
func interact():
switch()

View File

@@ -2,6 +2,7 @@ extends Node3D
class_name SpawnTube
@export var level_bounds : LevelBounds
@export var switch : SwitchBasic
var open = true
var active = true
@@ -24,6 +25,12 @@ func _on_player_detect_body_entered(body: Node3D) -> void:
body.global_position = old_pos
func _on_player_detect_body_exited(body: Node3D) -> void:
if body is Player:
SignalBus.emit_signal("player_left_tube")
func _on_switch_1_switch_changed() -> void:
if open:
anim_player.play("close")