Set up power up spawner to test weapon collection functions.

This commit is contained in:
Henry Faber 2026-06-30 13:50:31 +01:00
parent 3ec8cb8095
commit 8fe05e0c70
8 changed files with 156 additions and 2 deletions

View file

@ -5,6 +5,7 @@ class_name Player extends Area2D
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
@onready var powerup_spawner := _find_powerup_spawner()
# Get the viewport size for positioning
@onready var screensize = get_viewport().content_scale_size
@ -55,3 +56,20 @@ func _process(delta) -> void:
if input_component.cycle_weapon:
weapon_component.cycle_weapon()
$EffectsComponent.apply_effect(flash_effect)
func _on_help_box_area_entered(area: Area2D) -> void:
# Check if the colliding area is a powerup pickup.
if not area.has_meta("weapon_shot"):
return
var weapon_shot: WeaponShot = area.get_meta("weapon_shot")
weapon_component.collect_weapon(weapon_shot)
powerup_spawner.pickup_collected()
area.queue_free()
func _find_powerup_spawner() -> PowerUpSpawner:
# The spawner is a sibling under Level — find it by searching parent.
var level: Node2D = get_parent() as Node2D
if level == null:
return null
return level.get_node_or_null("PowerupSpawner") as PowerUpSpawner