Simple 2D game based on avoiding asteroids while controlling a rocket
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1.6 KiB

extends KinematicBody2D
var angle = 0
var difficulty
var deltaDifficulty = 0
var explosionObj = load("res://Objects/Explosion.tscn")
var collided = false
var isScreenPressed = false
var screenPressLocation = get_viewport().get_rect().size/2
var lastscore
onready var gameNode = get_node("/root/Game")
func _ready():
$"Launch".stream.loop = false
$Launch.play()
func _process(delta):
difficulty = 600 + deltaDifficulty
difficulty += 0.0005
var score = -position.y/10
var collision = move_and_collide(Vector2(difficulty * sin(angle) * delta, -difficulty * cos(angle) * delta))
if collision:
get_parent().get_node("CanvasLayer/PauseButton").queue_free()
$Explosion.play()
lastscore = score
if score > gameNode.hiscore:
gameNode.hiscore = score
score = 0
collided = true
hide()
var explosion = explosionObj.instance()
get_parent().add_child(explosion)
explosion.position = position
get_node("Collider").queue_free()
yield(get_tree().create_timer(1.5), "timeout")
queue_free()
get_tree().change_scene("res://Game Scenes/Main Menu.tscn")
if isScreenPressed:
print (true);
if (screenPressLocation <= get_viewport_rect().size.x/2):
if angle > -1.5:
rotate(-0.05)
angle -= 0.05
elif (screenPressLocation > get_viewport_rect().size.x/2):
if angle < 1.5:
rotate(0.05)
angle += 0.05
else:
rotate(-angle/25)
angle -= angle/25
func _input(event):
if event is InputEventScreenTouch:
if event.pressed == true:
isScreenPressed = true
screenPressLocation = event.position.x
if event.pressed == false:
isScreenPressed = false