more hivemind tweaks and added enemy counter to level manager

This commit is contained in:
Derek
2024-08-04 19:47:16 -05:00
parent 7b1e942249
commit ea5e72762f
7 changed files with 24 additions and 10 deletions

View File

@@ -13,6 +13,8 @@ var ammo_reserve = [0]
var guns_dict = {}
var current_gun_index
var particle_number = 0
var enemy_hiveminds = []
var remaining_enemies
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -34,10 +36,16 @@ func _ready():
# Spawn first gun
current_gun_index = 0
gun_spawn(0)
#find enemy hiveminds
for node in get_tree().get_nodes_in_group("enemy_hivemind"):
enemy_hiveminds.append(node)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
for hivemind in enemy_hiveminds:
remaining_enemies = hivemind.minions.size()
print("remaining enemies: " + str(remaining_enemies))
func gun_spawn(index):
#loop around if scrolling past available guns

View File

@@ -38,11 +38,12 @@ func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
if ray.is_colliding() and ray.get_collider().is_in_group("player"):
var player = ray.get_collider()
player.level_control.health -= bullet_damage
player.hurt_audio.play()
queue_free()
if ray.is_colliding():
if ray.get_collider().is_in_group("player"):
var player = ray.get_collider()
player.level_control.health -= bullet_damage
player.hurt_audio.play()
queue_free()
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):

View File

@@ -74,7 +74,7 @@ func _process(delta):
turret_look_next.look_at(player.global_position,Vector3.UP)
turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
distance_to_player = abs(self.global_position - player.global_position)
#distance_to_player = abs(self.global_position - player.global_position)
#apply gravity
if !is_on_floor():