Attempt to refactor components.

This commit is contained in:
Henry Faber 2026-06-08 22:36:07 +01:00
parent e3fb082139
commit 79122a074e
15 changed files with 241 additions and 112 deletions

View file

@ -1,48 +1,51 @@
class_name MovementComponent extends Node
@export var player: Area2D
@export var speed: float = 275
@export var bounds_x: int = 12
@export var bounds_y: int = 12
@onready var weapon_component: WeaponComponent = %WeaponComponent
@onready var weapon_component: Node = %WeaponComponent
@onready var player = $"../Player"
@onready var screensize = get_viewport().content_scale_size
var input = Input.get_vector("left", "right", "up","down")
func tick(delta: float):
prints(tick)
# Check to see if there's a player to move
if player == null: return
if player == null: return
# Shorten variable for accessing weapon_component for clarity
var weapon_system = weapon_component.data
var weapon_system = weapon_component.data
# Calculate ship to bullet displacement
player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing)
player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing)
# Thruster animation in relation to player movement
if input.x > 0:
player.position.x = player.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
player.position.x = player.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
player.position.x = player.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
if input.x > 0:
player.position.x = player.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
player.position.x = player.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
player.position.x = player.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
player.previous_position = player.position
player.previous_position = player.position
# Move player within screenbounds
player.position += input * speed * delta
player.position = player.position.clamp(Vector2i(bounds_x,bounds_y), screensize - Vector2i(bounds_x,bounds_y))
player.position += input * speed * delta
player.position = player.position.clamp(Vector2i(bounds_x,bounds_y), screensize - Vector2i(bounds_x,bounds_y))