Initial scaffolding.

This commit is contained in:
Henry Faber 2026-06-23 18:19:28 +01:00
parent 8e821ead28
commit 1200ac7e32
8 changed files with 78 additions and 1 deletions

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@ -8,7 +8,7 @@ script = ExtResource("2_w7xlm")
shot_name = "vanguard" shot_name = "vanguard"
bullet_scene = ExtResource("1_hm46f") bullet_scene = ExtResource("1_hm46f")
damage = 5 damage = 5
speed = 500 speed = 550
projectiles = 5 projectiles = 5
spacing = 30.0 spacing = 30.0
origin = -15 origin = -15

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@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://bq3xhbfgkt22l"]
[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"]
[node name="EffectsComponent" type="Node2D" unique_id=1393438576]
script = ExtResource("1_ee0kt")

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@ -0,0 +1,27 @@
class_name FlashEffect
extends BaseEffect
@export var flash_color: Color = Color.WHITE
@export var flash_speed: float = 10.0
var _timer: float = 0.0
var _original_material: Material
func start(target: Node) -> void:
_timer = 0.0
if target is CanvasItem:
_original_material = target.material
# Apply a ShaderMaterial that handles the flash
var flash_material = ShaderMaterial.new()
flash_material.shader = preload("res://shaders/flash.gdshader")
target.material = flash_material
func process(delta: float, target: Node) -> void:
_timer += delta
if target.material is ShaderMaterial:
var intensity = (sin(_timer * flash_speed) + 1.0) / 2.0
target.material.set_shader_parameter("flash_intensity", intensity)
func stop(target: Node) -> void:
if target is CanvasItem:
target.material = _original_material

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@ -0,0 +1 @@
uid://deak7vcr7ss5l

16
scripts/base_effect.gd Normal file
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class_name BaseEffect
extends Resource
@export var duration: float = 0.5
# Called when the effect is applied
func start(target: Node) -> void:
pass
# Called every frame (if needed)
func process(delta: float) -> void:
pass
# Clean up any changes to the target
func stop(target: Node) -> void:
pass

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@ -0,0 +1 @@
uid://cs7xpxd1vpl56

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@ -0,0 +1,25 @@
class_name EffectComponent
extends Node2D
@export var target_node: Node
var active_effects: Array[BaseEffect] = []
func _process(delta: float) -> void:
# Process all active effects backwards so we can safely remove finished ones
for i in range(active_effects.size() - 1, -1, -1):
var effect = active_effects[i]
effect.process(delta, target_node)
# Example: simple time-based expiration
effect.duration -= delta
if effect.duration <= 0.0:
remove_effect(effect)
func apply_effect(effect: BaseEffect) -> void:
effect.start(target_node)
active_effects.append(effect)
func remove_effect(effect: BaseEffect) -> void:
effect.stop(target_node)
active_effects.erase(effect)

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@ -0,0 +1 @@
uid://65d3hbrpm21x