scanlines, sounds, bumper walls, score keep, control legend, timer

This commit is contained in:
2026-05-29 16:37:26 +03:00
parent 2e2b70e030
commit 33ec51625c
10 changed files with 274 additions and 134 deletions
+37 -3
View File
@@ -1,15 +1,49 @@
extends Node3D
signal matador_killed
const MATADOR := preload("res://Matador.tscn")
const RESPAWN_COOLDOWN := 8.0
var _respawn_cooldown: float = 0.0
func _ready() -> void:
add_to_group(&"matador_spawn")
_spawn.call_deferred()
func _process(delta: float) -> void:
_respawn_cooldown = maxf(0.0, _respawn_cooldown - delta)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.physical_keycode == KEY_R and _respawn_cooldown <= 0.0:
_respawn_cooldown = RESPAWN_COOLDOWN
reset_spawn()
func _spawn() -> void:
var count: int = int(DP.f("mat_spawn_count"))
for i: int in count:
var m: Node3D = MATADOR.instantiate()
m.position = Vector3(0.0, 1.0, 0.0)
get_parent().add_child(m)
_spawn_one()
func _spawn_one() -> void:
var m: Node3D = MATADOR.instantiate()
m.position = Vector3(0.0, 1.0, 0.0)
get_parent().add_child(m)
m.killed.connect(_on_matador_killed)
func _on_matador_killed() -> void:
matador_killed.emit()
_spawn_one.call_deferred()
func reset_spawn() -> void:
for m: Node in get_tree().get_nodes_in_group(&"matador"):
m.queue_free()
await get_tree().process_frame
_spawn()