78 lines
1.9 KiB
GDScript
78 lines
1.9 KiB
GDScript
extends Area2D
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signal died
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signal shield_changed
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signal damage_taken
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var shader_active = false
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@onready var screensize = get_viewport_rect().size
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@export var max_shield = 10
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var shield = max_shield:
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set = set_shield
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@export var speed = 150
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@export var cooldown = 0.25
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@export var bullet_scene : PackedScene
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var can_shoot = true
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func _ready():
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start()
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func start():
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show()
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shield = max_shield
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position = Vector2(screensize.x / 2, screensize.y - 64)
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$GunCooldown.wait_time = cooldown
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func set_shield(value):
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shield = min(max_shield, value)
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shield_changed.emit(max_shield, shield)
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if shield <= 0:
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hide()
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died.emit()
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func shoot():
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if not can_shoot:
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return
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can_shoot = false
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$GunCooldown.start()
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var b = bullet_scene.instantiate()
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get_tree().root.add_child(b)
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b.start(position + Vector2(0, -8))
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func _process(delta):
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var input = Input.get_vector("left", "right", "up", "down")
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if input.x > 0:
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$Ship.frame = 2
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$Ship/Boosters.animation = "right"
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elif input.x < 0:
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$Ship.frame = 0
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$Ship/Boosters.animation = "left"
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else:
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$Ship.frame = 1
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$Ship/Boosters.animation = "forward"
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position += input * speed * delta
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position = position.clamp(Vector2(8, 8), screensize - Vector2(8, 8))
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if Input.is_action_pressed("shoot"):
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shoot()
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func _on_gun_cooldown_timeout():
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can_shoot = true
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func _on_gun_cool_down_timeout() -> void:
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can_shoot = true
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func _on_area_entered(area):
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if area.is_in_group("enemies"):
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area.explode()
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shield -= max_shield / 2
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if area.is_in_group("enemy_bullets"):
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damage_taken.emit()
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func _on_damage_taken() -> void:
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shader_active = true
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$Ship.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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shader_active = false
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$Ship.material.set_shader_parameter("toggle", 0.0)
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