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72
scripts/player.gd
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72
scripts/player.gd
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extends Area2D
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@export var speed: int = 150
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@export var shield_max: int = 10
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var shield: int = 0: set = shield_set
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var can_shoot: bool = true
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var is_shooting: bool = false
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var weapon_current = load("res://scenes/stock_weapon.tscn")
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var weapon_cooldown = Timer
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var weapon_rate: float = 0.1
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var weapon_timer: float = 0.0
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@onready var screensize = get_viewport_rect().size
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func _process(delta):
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var input = Input.get_vector("left", "right", "up","down")
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#TODO: sprite frame change on x axis
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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(12,12), screensize - Vector2(12,12))
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if Input.is_action_pressed("shoot"):
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print("Spacebar pressed!")
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is_shooting = true
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else:
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is_shooting = false
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if is_shooting == true:
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weapon_timer += delta
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print(weapon_timer)
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if weapon_timer >= weapon_rate:
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shoot()
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weapon_timer = 0.0
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if is_shooting == false: return
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func shield_set(_sdvalue: int):
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return
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func _on_weapon_cooldown_timeout() -> void:
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#print("You can shoot again!")
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#can_shoot = true
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return
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func shoot():
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#if not can_shoot: return
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#if can_shoot:
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var bullet = weapon_current.instantiate()
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bullet.position = self.position + Vector2(0,-12)
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get_tree().root.add_child(bullet)
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weapon_rate = bullet.shot_data.rate
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print(bullet.shot_data.shot_name, " weapon fired") #Print which weapon is firing
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#weapon_cooldown = $WeaponCooldown
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#weapon_cooldown.wait_time = bullet.shot_data.cooldown
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#weapon_cooldown.start()
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#can_shoot = not can_shoot
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