Attempt to refactor components.
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15 changed files with 241 additions and 112 deletions
131
scripts/components.gd
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131
scripts/components.gd
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# Component types for the game's architecture
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# All components extend Node and are meant to be attached to parent objects
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class_name compoents extends Node
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var move_dir: Vector2 = Vector2.ZERO
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var shoot_pressed: bool = false
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var shooting: bool = false
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func update() -> void:
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move_dir = Input.get_vector("left", "right", "up", "down")
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shoot_pressed = Input.is_action_just_pressed("shoot")
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shooting = Input.is_action_pressed("shoot")
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class_name MovementComponent extends Node
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@export var player: Area2D
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@export var speed: float = 275
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@export var bounds_x: int = 12
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@export var bounds_y: int = 12
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@onready var weapon_component: Node = %WeaponComponent
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@onready var screensize = get_viewport().content_scale_size
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var input = Input.get_vector("left", "right", "up", "down")
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func tick(delta: float):
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# Check to see if there's a player to move
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if player == null: return
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# Shorten variable for accessing weapon_component for clarity
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var weapon_system = weapon_component.data
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# Calculate ship to bullet displacement
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player.ship_displacement = player.position.y - player.previous_position.y
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player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)
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player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing)
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# Thruster animation in relation to player movement
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if input.x > 0:
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player.position.x = player.position.x + 1
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%Ship.frame = 2
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%Ship/Thrusters.flip_h = true
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%Ship/Thrusters.animation = "banked"
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elif input.x < 0:
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player.position.x = player.position.x - 1
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%Ship.frame = 1
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "banked"
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else:
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%Ship.frame = 0
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player.position.x = player.position.x
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "fwd"
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# Get previous position for equidistant bullet calculation
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player.previous_position = player.position
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# Move player within screen bounds
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player.position += input * speed * delta
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player.position = player.position.clamp(Vector2i(bounds_x, bounds_y), screensize - Vector2i(bounds_x, bounds_y))
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class_name ShootComponent extends Node
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player: PlayerComponent = $".."
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func shoot():
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# Shorten variable for accessing weapon_component for clarity
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var weapon_system = weapon_component.data
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if player.travel > weapon_system.spacing:
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for b in range(weapon_system.projectiles):
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# Instantiate the bullets
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var bullet = weapon_component.weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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# Adjust bullet spacing before firing
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bullet.position = player.position + Vector2((b - (weapon_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin)
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print(b, bullet.position.x)
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# Print which weapon is firing
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print(b, bullet.shot_data.shot_name, "weapon fired")
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# Subtract projectile spacing from current Player travel for next
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player.travel -= weapon_system.spacing
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else: return
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class_name PlayerComponent extends Area2D
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# Components managed by Player
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@onready var input_component: InputComponent = $InputComponent
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@onready var movement_component: MovementComponent = $MovementComponent
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@onready var shoot_component: ShootComponent = $ShootComponent
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@onready var weapon_component: WeaponComponent = $WeaponComponent
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# Variables for Player shooting status
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@export var can_shoot: bool = true
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@export var is_shooting: bool = false
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# Variables for Player position calculations for equidistant bullets
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var previous_position: Vector2
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var ship_displacement: float
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var travel: float = 0
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func _process(delta) -> void:
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# Read Controls
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input_component.update()
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# Read Shooting
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if input_component.shooting:
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is_shooting = true
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else: is_shooting = false
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if is_shooting == true:
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shoot_component.shoot()
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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