The game is divided in two main parts : a Visual Novel and a Shoot 'em Up.
Assets, scripts and scenes of each part goes into the vn
and seu
folders, respectively.
.
├─ vn
│ ├─ assets
│ │ └─ (images, sounds, fonts...)
│ └─ (scripts and scenes)
├─ seu
│ ├─ assets
│ │ └─ (images, sounds, fonts...)
│ └─ (scripts and scenes)
└─ title
└─ ...
Intanciating a bullet and changing its parameters :
var bullet = Bullet.instance()
bullet.speed = 150
bullet.hitval = -1
Below is a list of parameters you can change to change the bullet's behaviour :
speed
: Flying speed of the bullet (defaults to 100)
drag
: Air friction, will slow bullet down if positive (defaults to 0)
lifetime
: Bullet will disapear after the specified time (in seconds, defaults to 8s)
hitval
: score penalty (if negative) or bonus (if positive) when bullet hits the player
size
: scale the size of the bullet (defaults to 1, a size of 2 will double the default size)
homing
: bullet will follow player if true (true/false, defaults to false)
letter
: bullet will be the specified letter
To build a pattern, first create a bullet. This bullet will serve as template for the whole pattern.
The pattern will be automatically added to the game tree when instanciated and will be automatically removed when used.
For example :
func fivestar_attack():
var bullet = Bullet.instance()
bullet.speed = 100
bullet.hitval = -0.5
bullet.size = 1.2
bullet.homing = true
var pattern = StarPattern.new(self, bullet)
pattern.number = 5
For every kind of bullet pattern you have access to those parameters:
number
: number of bullets to be shot (integer)
delay
: delay before start of the pattern (in seconds)
aimed
: is the pattern aimed in the direction of the player ? (true/false)
There is 3 kind of pre-built bullet patterns :
Shoot number
bullets at the same time, evenly spaced around the thrower.
Shoot number
bullets at same time within a sector of angle_cone
angle (in radian).
# Default values
var angle_cone = PI / 3
Shoot number
bullets, one after the other with a interval time of rate
and with an angle of angle_step
between each bullet.
# Default values
var rate = 0.2 # Rate of fire (in seconds)
var angle_step = 0.2 # Angle between each bullet
- Menu option (yezh, vibration)
- *Pa vez treset ur sprite : Arabat "upsamplañ" anezho (brasaat ar resolution). Chomm hep leskel spasoù goulo tro dro.
- Al lisead "kasos" oc'h ober evezhiadennoù tagus pa vez gloazet an aroz er SEU
- Implij "buhezioù" ma vez marvet (pa vez ar score da 0), araok kaout un "game over"
- Un talvoud disheñvel etre pep lizherenn hervez e frekañs