Attempt to refactor components.
This commit is contained in:
parent
e3fb082139
commit
79122a074e
15 changed files with 241 additions and 112 deletions
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@ -1,29 +1,24 @@
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[gd_scene format=3 uid="uid://6wq3ynesnsha"]
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[gd_scene format=3 uid="uid://coix5dqblmu7r"]
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[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scripts/player_component.gd" id="1_3ef36"]
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[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scenes/player_refactor.gd" id="1_qlg0r"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/stock_weapon.tscn" id="2_l5qtw"]
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[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
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[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="3_63g5k"]
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[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
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[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_14jeh"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="4_tg2o1"]
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[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="5_ohfsq"]
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[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="6_l5qtw"]
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[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="7_63g5k"]
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[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="8_ohfsq"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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atlas = ExtResource("4_tg2o1")
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atlas = ExtResource("5_qlg0r")
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region = Rect2(28, 0, 14, 6)
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region = Rect2(28, 0, 14, 6)
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[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
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atlas = ExtResource("4_tg2o1")
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atlas = ExtResource("5_qlg0r")
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region = Rect2(42, 0, 14, 6)
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region = Rect2(42, 0, 14, 6)
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[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
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atlas = ExtResource("4_tg2o1")
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atlas = ExtResource("5_qlg0r")
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region = Rect2(1, 0, 14, 6)
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region = Rect2(1, 0, 14, 6)
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[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
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atlas = ExtResource("4_tg2o1")
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atlas = ExtResource("5_qlg0r")
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region = Rect2(15, 0, 14, 6)
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region = Rect2(15, 0, 14, 6)
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[sub_resource type="SpriteFrames" id="SpriteFrames_y4r1p"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_y4r1p"]
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@ -52,15 +47,15 @@ animations = [{
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}]
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}]
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[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
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atlas = ExtResource("5_ohfsq")
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atlas = ExtResource("4_dqkch")
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region = Rect2(0, 0, 15, 8)
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region = Rect2(0, 0, 15, 8)
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[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
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atlas = ExtResource("5_ohfsq")
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atlas = ExtResource("4_dqkch")
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region = Rect2(15, 0, 15, 8)
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region = Rect2(15, 0, 15, 8)
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[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
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atlas = ExtResource("5_ohfsq")
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atlas = ExtResource("4_dqkch")
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region = Rect2(30, 0, 15, 8)
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region = Rect2(30, 0, 15, 8)
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[sub_resource type="SpriteFrames" id="SpriteFrames_3v2ag"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_3v2ag"]
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@ -90,11 +85,11 @@ size = Vector2(24, 30)
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size = Vector2(6, 5.75)
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size = Vector2(6, 5.75)
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[node name="Player" type="Area2D" unique_id=652131079]
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[node name="Player" type="Area2D" unique_id=652131079]
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script = ExtResource("1_3ef36")
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script = ExtResource("1_qlg0r")
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[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
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[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
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unique_name_in_owner = true
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unique_name_in_owner = true
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texture = ExtResource("3_63g5k")
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texture = ExtResource("2_qhqgy")
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hframes = 3
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hframes = 3
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region_rect = Rect2(0, 0, 62, 24.370766)
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region_rect = Rect2(0, 0, 62, 24.370766)
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@ -106,7 +101,6 @@ autoplay = "fwd"
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[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
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[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
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unique_name_in_owner = true
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unique_name_in_owner = true
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visible = false
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position = Vector2(0.5, -16)
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position = Vector2(0.5, -16)
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sprite_frames = SubResource("SpriteFrames_3v2ag")
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sprite_frames = SubResource("SpriteFrames_3v2ag")
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animation = &"stock"
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animation = &"stock"
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@ -131,27 +125,4 @@ debug_color = Color(0.9843137, 0, 0, 0.80784315)
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[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
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[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
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[node name="InputComponent" type="Node" parent="." unique_id=2022056363]
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unique_name_in_owner = true
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script = ExtResource("4_14jeh")
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metadata/_custom_type_script = "uid://dss0dbwr71y6m"
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[node name="MovementComponent" type="Node" parent="." unique_id=964075256 node_paths=PackedStringArray("player")]
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unique_name_in_owner = true
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script = ExtResource("6_l5qtw")
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player = NodePath("..")
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speed = 200.0
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metadata/_custom_type_script = "uid://c0rikbakpcags"
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[node name="ShootComponent" type="Node" parent="." unique_id=623642425]
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unique_name_in_owner = true
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script = ExtResource("7_63g5k")
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metadata/_custom_type_script = "uid://bgd1hwindc2ui"
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[node name="WeaponComponent" type="Node" parent="." unique_id=1648685183]
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unique_name_in_owner = true
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script = ExtResource("8_ohfsq")
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weapon_current = ExtResource("2_l5qtw")
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metadata/_custom_type_script = "uid://ylmao2ndp22y"
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[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]
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[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]
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@ -1,9 +1,14 @@
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[gd_scene format=3 uid="uid://coix5dqblmu7r"]
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[gd_scene format=3 uid="uid://6wq3ynesnsha"]
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[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scenes/player_refactor.gd" id="1_qlg0r"]
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[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scenes/player_component.gd" id="1_ur7pv"]
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[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
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[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
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[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
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[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
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[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
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[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/stock_weapon.tscn" id="8_3v2ag"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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atlas = ExtResource("5_qlg0r")
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atlas = ExtResource("5_qlg0r")
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@ -84,45 +89,70 @@ size = Vector2(24, 30)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
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size = Vector2(6, 5.75)
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size = Vector2(6, 5.75)
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[node name="Player" type="Area2D" unique_id=652131079]
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[node name="PlayerComponent" type="Node" unique_id=1732759225]
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script = ExtResource("1_qlg0r")
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[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
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[node name="Player" type="Area2D" parent="." unique_id=652131079]
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script = ExtResource("1_ur7pv")
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[node name="Ship" type="Sprite2D" parent="Player" unique_id=1155866924]
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unique_name_in_owner = true
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unique_name_in_owner = true
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texture = ExtResource("2_qhqgy")
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texture = ExtResource("2_qhqgy")
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hframes = 3
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hframes = 3
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region_rect = Rect2(0, 0, 62, 24.370766)
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region_rect = Rect2(0, 0, 62, 24.370766)
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[node name="Thrusters" type="AnimatedSprite2D" parent="Ship" unique_id=2096876587]
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[node name="Thrusters" type="AnimatedSprite2D" parent="Player/Ship" unique_id=2096876587]
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position = Vector2(0, 15)
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position = Vector2(0, 15)
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sprite_frames = SubResource("SpriteFrames_y4r1p")
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sprite_frames = SubResource("SpriteFrames_y4r1p")
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animation = &"fwd"
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animation = &"fwd"
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autoplay = "fwd"
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autoplay = "fwd"
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[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
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[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Player/Ship" unique_id=1584132038]
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unique_name_in_owner = true
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unique_name_in_owner = true
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visible = false
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position = Vector2(0.5, -16)
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position = Vector2(0.5, -16)
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sprite_frames = SubResource("SpriteFrames_3v2ag")
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sprite_frames = SubResource("SpriteFrames_3v2ag")
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animation = &"stock"
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animation = &"stock"
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autoplay = "stock"
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autoplay = "stock"
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[node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273]
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[node name="MuzzleBox" type="CollisionShape2D" parent="Player" unique_id=1042837273]
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unique_name_in_owner = true
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unique_name_in_owner = true
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position = Vector2(0, -17)
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position = Vector2(0, -17)
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shape = SubResource("RectangleShape2D_qlg0r")
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shape = SubResource("RectangleShape2D_qlg0r")
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disabled = true
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disabled = true
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debug_color = Color(1, 0.5058824, 0.21960784, 0.41960785)
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debug_color = Color(1, 0.5058824, 0.21960784, 0.41960785)
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[node name="HelpBox" type="CollisionShape2D" parent="." unique_id=938667427]
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[node name="HelpBox" type="CollisionShape2D" parent="Player" unique_id=938667427]
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position = Vector2(0, 3)
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position = Vector2(0, 3)
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shape = SubResource("RectangleShape2D_tuyoq")
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shape = SubResource("RectangleShape2D_tuyoq")
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debug_color = Color(0, 1, 0, 0.41960785)
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debug_color = Color(0, 1, 0, 0.41960785)
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[node name="HitBox" type="CollisionShape2D" parent="." unique_id=485826453]
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[node name="HitBox" type="CollisionShape2D" parent="Player" unique_id=485826453]
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position = Vector2(0, 2)
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position = Vector2(0, 2)
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shape = SubResource("RectangleShape2D_dqkch")
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shape = SubResource("RectangleShape2D_dqkch")
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debug_color = Color(0.9843137, 0, 0, 0.80784315)
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debug_color = Color(0.9843137, 0, 0, 0.80784315)
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[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
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[node name="WeaponCooldown" type="Timer" parent="Player" unique_id=269678170]
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[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]
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[node name="InputComponent" type="Node" parent="." unique_id=2022056363]
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unique_name_in_owner = true
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script = ExtResource("4_smehm")
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metadata/_custom_type_script = "uid://dss0dbwr71y6m"
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[node name="MovementComponent" type="Node" parent="." unique_id=964075256]
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unique_name_in_owner = true
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script = ExtResource("5_ur7pv")
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speed = 200.0
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metadata/_custom_type_script = "uid://c0rikbakpcags"
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[node name="ShootComponent" type="Node" parent="." unique_id=623642425]
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unique_name_in_owner = true
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script = ExtResource("6_y4r1p")
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metadata/_custom_type_script = "uid://bgd1hwindc2ui"
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[node name="WeaponComponent" type="Node" parent="." unique_id=1648685183]
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unique_name_in_owner = true
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script = ExtResource("7_d2wvv")
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weapon_current = ExtResource("8_3v2ag")
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metadata/_custom_type_script = "uid://ylmao2ndp22y"
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[connection signal="timeout" from="Player/WeaponCooldown" to="Player" method="_on_weapon_cooldown_timeout"]
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class_name Player extends Area2D
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class_name Player extends Node
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# Components managed by Player
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# Components managed by Player
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@onready var input_component: InputComponent = %InputComponent
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@onready var input_component: InputComponent = %InputComponent
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@ -32,5 +32,3 @@ func _process(delta) -> void:
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# Read Movement Component
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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movement_component.tick(delta)
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@ -101,7 +101,7 @@ func shoot():
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# Instantiate the bullets
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# Instantiate the bullets
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var bullet = weapon_current.instantiate()
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var bullet = weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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get_tree().root.add_child(bullet)
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prints(bullet_resource.speed,bullet_resource.projectiles, bullet_resource.projectile_spacing)
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#prints(bullet.speed,bullet.projectiles, bullet.projectile_spacing)
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bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT)
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bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT)
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# Get weapon speed and spacing for equidistant calculations
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# Get weapon speed and spacing for equidistant calculations
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@ -110,6 +110,6 @@ func shoot():
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#bullet_speed = bullet_resource.speed
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#bullet_speed = bullet_resource.speed
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# Print which weapon is firing
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# Print which weapon is firing
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prints(bullet.shot_data.shot_name, "weapon fired")
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#prints(bullet.shot_data.shot_name, "weapon fired")
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#travel -= weapon_spacing
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#travel -= weapon_spacing
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@ -2,13 +2,14 @@ extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
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@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
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@export var shot_data: PlayerShot
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@export var shot_data: WeaponShot
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func _process(delta):
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func _process(delta):
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#Calculation position along Y axis
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#Calculation position along Y axis
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position.y -= shot_data.speed * delta
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position.y -= shot_data.speed * delta # Original Speed
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#position.y -= 330 * delta # non-shot_data testing
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
|
||||||
queue_free()
|
queue_free()
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,6 @@ script = ExtResource("2_5286c")
|
||||||
shot_name = "Stock"
|
shot_name = "Stock"
|
||||||
speed = 350
|
speed = 350
|
||||||
projectiles = 3
|
projectiles = 3
|
||||||
projectile_spacing = 10.0
|
|
||||||
metadata/_custom_type_script = "uid://ccdohs4gduee5"
|
metadata/_custom_type_script = "uid://ccdohs4gduee5"
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
|
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
|
[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
|
||||||
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
|
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
|
||||||
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player_revision.tscn" id="3_k0juu"]
|
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"]
|
||||||
|
|
||||||
[node name="World" type="Node2D" unique_id=1317852169]
|
[node name="World" type="Node2D" unique_id=1317852169]
|
||||||
|
|
||||||
|
|
@ -78,4 +78,3 @@ hframes = 4
|
||||||
frame = 3
|
frame = 3
|
||||||
|
|
||||||
[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")]
|
[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")]
|
||||||
position = Vector2(106, 312)
|
|
||||||
|
|
|
||||||
131
scripts/components.gd
Normal file
131
scripts/components.gd
Normal file
|
|
@ -0,0 +1,131 @@
|
||||||
|
# Component types for the game's architecture
|
||||||
|
# All components extend Node and are meant to be attached to parent objects
|
||||||
|
|
||||||
|
class_name compoents extends Node
|
||||||
|
|
||||||
|
var move_dir: Vector2 = Vector2.ZERO
|
||||||
|
var shoot_pressed: bool = false
|
||||||
|
var shooting: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
func update() -> void:
|
||||||
|
move_dir = Input.get_vector("left", "right", "up", "down")
|
||||||
|
shoot_pressed = Input.is_action_just_pressed("shoot")
|
||||||
|
shooting = Input.is_action_pressed("shoot")
|
||||||
|
|
||||||
|
|
||||||
|
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: Node = %WeaponComponent
|
||||||
|
|
||||||
|
@onready var screensize = get_viewport().content_scale_size
|
||||||
|
|
||||||
|
var input = Input.get_vector("left", "right", "up", "down")
|
||||||
|
|
||||||
|
func tick(delta: float):
|
||||||
|
# Check to see if there's a player to move
|
||||||
|
if player == null: return
|
||||||
|
|
||||||
|
# Shorten variable for accessing weapon_component for clarity
|
||||||
|
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)
|
||||||
|
|
||||||
|
# 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"
|
||||||
|
|
||||||
|
# Get previous position for equidistant bullet calculation
|
||||||
|
player.previous_position = player.position
|
||||||
|
|
||||||
|
# Move player within screen bounds
|
||||||
|
player.position += input * speed * delta
|
||||||
|
player.position = player.position.clamp(Vector2i(bounds_x, bounds_y), screensize - Vector2i(bounds_x, bounds_y))
|
||||||
|
|
||||||
|
|
||||||
|
class_name ShootComponent extends Node
|
||||||
|
|
||||||
|
@onready var weapon_component: Node = %WeaponComponent
|
||||||
|
@onready var player: PlayerComponent = $".."
|
||||||
|
|
||||||
|
func shoot():
|
||||||
|
|
||||||
|
# Shorten variable for accessing weapon_component for clarity
|
||||||
|
var weapon_system = weapon_component.data
|
||||||
|
|
||||||
|
if player.travel > weapon_system.spacing:
|
||||||
|
|
||||||
|
for b in range(weapon_system.projectiles):
|
||||||
|
|
||||||
|
# Instantiate the bullets
|
||||||
|
var bullet = weapon_component.weapon_current.instantiate()
|
||||||
|
get_tree().root.add_child(bullet)
|
||||||
|
# Adjust bullet spacing before firing
|
||||||
|
|
||||||
|
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)
|
||||||
|
print(b, bullet.position.x)
|
||||||
|
|
||||||
|
# Print which weapon is firing
|
||||||
|
print(b, bullet.shot_data.shot_name, "weapon fired")
|
||||||
|
|
||||||
|
# Subtract projectile spacing from current Player travel for next
|
||||||
|
player.travel -= weapon_system.spacing
|
||||||
|
|
||||||
|
else: return
|
||||||
|
|
||||||
|
|
||||||
|
class_name PlayerComponent extends Area2D
|
||||||
|
|
||||||
|
# Components managed by Player
|
||||||
|
@onready var input_component: InputComponent = $InputComponent
|
||||||
|
@onready var movement_component: MovementComponent = $MovementComponent
|
||||||
|
@onready var shoot_component: ShootComponent = $ShootComponent
|
||||||
|
@onready var weapon_component: WeaponComponent = $WeaponComponent
|
||||||
|
|
||||||
|
# Variables for Player shooting status
|
||||||
|
@export var can_shoot: bool = true
|
||||||
|
@export var is_shooting: bool = false
|
||||||
|
|
||||||
|
# Variables for Player position calculations for equidistant bullets
|
||||||
|
var previous_position: Vector2
|
||||||
|
var ship_displacement: float
|
||||||
|
var travel: float = 0
|
||||||
|
|
||||||
|
|
||||||
|
func _process(delta) -> void:
|
||||||
|
|
||||||
|
# Read Controls
|
||||||
|
input_component.update()
|
||||||
|
|
||||||
|
# Read Shooting
|
||||||
|
if input_component.shooting:
|
||||||
|
is_shooting = true
|
||||||
|
else: is_shooting = false
|
||||||
|
|
||||||
|
if is_shooting == true:
|
||||||
|
shoot_component.shoot()
|
||||||
|
|
||||||
|
# Read Movement Component
|
||||||
|
movement_component.input = input_component.move_dir
|
||||||
|
movement_component.tick(delta)
|
||||||
1
scripts/components.gd.uid
Normal file
1
scripts/components.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://imu0upeiufxn
|
||||||
|
|
@ -1,17 +1,20 @@
|
||||||
class_name MovementComponent extends Node
|
class_name MovementComponent extends Node
|
||||||
|
|
||||||
@export var player: Area2D
|
|
||||||
@export var speed: float = 275
|
@export var speed: float = 275
|
||||||
@export var bounds_x: int = 12
|
@export var bounds_x: int = 12
|
||||||
@export var bounds_y: 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
|
@onready var screensize = get_viewport().content_scale_size
|
||||||
|
|
||||||
var input = Input.get_vector("left", "right", "up","down")
|
var input = Input.get_vector("left", "right", "up","down")
|
||||||
|
|
||||||
func tick(delta: float):
|
func tick(delta: float):
|
||||||
|
prints(tick)
|
||||||
|
|
||||||
# Check to see if there's a player to move
|
# Check to see if there's a player to move
|
||||||
if player == null: return
|
if player == null: return
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
class_name PlayerShotResource
|
class_name PlayerShot
|
||||||
extends Resource
|
extends Resource
|
||||||
|
|
||||||
@export_category("Info")
|
@export_category("Info")
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
class_name ShootComponent extends Node
|
class_name ShootComponent extends Node
|
||||||
|
|
||||||
@onready var weapon_component: Node = %WeaponComponent
|
@onready var weapon_component: Node = %WeaponComponent
|
||||||
@onready var player: Player = $".."
|
@onready var player = $"../Player"
|
||||||
|
|
||||||
func shoot():
|
func shoot():
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
class_name WeaponComponent extends Node
|
class_name WeaponComponent extends Node
|
||||||
|
|
||||||
@export var weapon_current : PackedScene
|
@export var weapon_current : PackedScene
|
||||||
var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
|
var data : PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
|
||||||
#@export var projectile_origin: int = -23
|
#@export var projectile_origin: int = -23
|
||||||
|
|
||||||
#@export_category("Temp Bullet Data")
|
#@export_category("Temp Bullet Data")
|
||||||
|
|
@ -14,8 +14,3 @@ var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
|
||||||
#var rate: float = 0.1
|
#var rate: float = 0.1
|
||||||
#var cooldown: float = 0.25
|
#var cooldown: float = 0.25
|
||||||
#var projectile_spacing: float = 10
|
#var projectile_spacing: float = 10
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,5 @@
|
||||||
class_name PlayerShot
|
class_name WeaponShot
|
||||||
|
|
||||||
extends Resource
|
extends Resource
|
||||||
|
|
||||||
@export_category("Info")
|
@export_category("Info")
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue