Shmup-01b/scenes/player.gd

135 lines
3.7 KiB
GDScript

extends Area2D
signal damage_taken
# signal shield_damage
# signal shield_ui
@export var speed: int = 150
@export var cooldown: float = 0.25
@export var bullet_scene : PackedScene
@export var max_shield: int = 10
var shield: int = 0:
set = set_shield
var can_shoot = false
var shader_active: bool = false:
set(value):
if value == true:
print_debug("Shader active!", get_stack())
else:
print_debug("Shader inactive!", get_stack())
var clamp_shield = clamp(shield, 0, max_shield)
@onready var screensize = get_viewport_rect().size
@onready var explosion = $Explosion
@onready var wait_time = $GunCooldown
@onready var ship = $Ship
func _ready():
set_process(false)
print(shield)
# start()
func start():
print(shield)
shader_active = false
$Ship.frame = 1
# $Ship/Boosters/BoosterBurst.hide()
# $Ship/Boosters.hide()
$Ship.show()
position = Vector2(screensize.x / 2, screensize.y)
var tween = create_tween()
tween.tween_property(self, "position:y", 48 * -1, .75).as_relative()
await tween.finished
$GunCooldown.wait_time = cooldown
set_shield(max_shield)
print(shield)
await get_tree().create_timer(1).timeout
set_process(true)
# $Ship/Boosters.show()
can_shoot = true
# EventBus.shield_changed.emit(max_shield, old_value, shield)
func _process(delta):
var input = Input.get_vector("left", "right", "up", "down")
if input.x > 0:
$Ship.frame = 2
# $Ship/Boosters.animation = "right"
elif input.x < 0:
$Ship.frame = 0
# $Ship/Boosters.animation = "left"
else:
$Ship.frame = 1
$Ship/Boosters.animation = "forward"
position += input * speed * delta
position = position.clamp(Vector2(8, 8), screensize - Vector2(8, 8))
if Input.is_action_pressed("shoot"):
shoot()
func shoot():
if not can_shoot:
return
can_shoot = false
$GunCooldown.start()
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position + ship.position + Vector2(0, -10))
var tween = create_tween().set_parallel(false)
tween.tween_property(ship, "position:y", 1, 0.1)
tween.tween_property(ship, "position:y", 0, 0.05)
func set_shield(value: int):
var old_value = shield
# shield = clamp(value, 0, max_shield)
shield = min(max_shield, value)
EventBus.shield_changed.emit(max_shield, old_value, shield)
print("Shield set to:", shield)
if shield <= 0:
set_process(false)
$Ship.hide()
shader_active = false
$Explosion.show()
$Explosion/AnimationPlayer.play("explosion-one-shot")
await $Explosion/AnimationPlayer.animation_finished
EventBus.player_died.emit()
func _on_gun_cooldown_timeout() -> void:
can_shoot = true
func _on_area_entered(area):
if area.is_in_group("enemies"):
shield -= int(max_shield / 2)
# damage_taken.emit()
area.explode()
if area.is_in_group("enemy_bullets") and self.monitoring == true:
damage_taken.emit()
func _on_damage_taken():
if shield == 0:
shader_active = false
return
else:
shader_active = true
$Ship.material.set_shader_parameter("toggle", 1.0)
await get_tree().create_timer(1).timeout
$Ship.material.set_shader_parameter("toggle", 0.0)
shader_active = false
func _on_player_victory() -> void:
print("Victory!")
# get_node("EnemyBullet").monitoring = false #TODO make sure bullets stop monitoring!
set_process(false)
$Ship.frame = 1
await get_tree().create_timer(1).timeout
# $Ship/Boosters/BoosterBurst.show()
var tween = create_tween()
tween.tween_property(self, "position:y", 60 * -1, .25).set_ease(tween.EASE_IN)
await tween.finished
queue_free()