Set up framework for more advance pickup behaviours.
This commit is contained in:
parent
a0df0be862
commit
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16 changed files with 485 additions and 20 deletions
14
resources/pickups/drift_diagonal.tres
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14
resources/pickups/drift_diagonal.tres
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[gd_resource type="Resource" script_class="PickupDriftBehavior" format=3 uid="uid://cdiglwsw46g4y"]
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[ext_resource type="Script" uid="uid://b4lar4f3526b1" path="res://resources/pickups/pickup_drift_behavior.gd" id="1_drift"]
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[resource]
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script = ExtResource("1_drift")
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drift_type = 3
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wave_amplitude = 100.0
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wave_frequency = 2.0
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drift_speed = 30.0
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diagonal_forward = true
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drift_along_x = true
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reverse_direction = false
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randomize_origin = false
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14
resources/pickups/drift_leaf_fall.tres
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14
resources/pickups/drift_leaf_fall.tres
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[gd_resource type="Resource" script_class="PickupDriftBehavior" format=3 uid="uid://pickup_drift_leaf"]
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[ext_resource type="Script" uid="uid://pickup_drift_uid" path="res://resources/pickups/pickup_drift_behavior.gd" id="1_drift"]
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[resource]
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script = ExtResource("1_drift")
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drift_type = 2
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drift_speed = 30.0
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fall_speed = 15.0
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wave_amplitude = 40.0
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wave_frequency = 1.0
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drift_along_x = true
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reverse_direction = false
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randomize_origin = false
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13
resources/pickups/drift_sine_wave.tres
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13
resources/pickups/drift_sine_wave.tres
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[gd_resource type="Resource" script_class="PickupDriftBehavior" format=3 uid="uid://cr7lye10sx1q6"]
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[ext_resource type="Script" uid="uid://b4lar4f3526b1" path="res://resources/pickups/pickup_drift_behavior.gd" id="1_drift"]
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[resource]
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script = ExtResource("1_drift")
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drift_type = 1
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drift_speed = 30.0
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wave_amplitude = 40.0
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wave_frequency = 1.0
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drift_along_x = true
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reverse_direction = false
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randomize_origin = false
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43
resources/pickups/pickup_behavior.gd
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43
resources/pickups/pickup_behavior.gd
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class_name PickupBehavior extends Resource
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## Base resource that defines how a pickup moves and looks on screen.
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## Assign to [member pickup_behavior] on a PickupBehaviorController.
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@export_group("Animation")
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## Whether the pickup bobs up and down in place.
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@export var bob_enabled: bool = true
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## Bob oscillation frequency in cycles per second.
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@export var bob_frequency: float = 2.0
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## Bob vertical amplitude in pixels (peak-to-center).
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@export var bob_amplitude: float = 4.0
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## Whether the pickup subtly shakes (jitter) in place.
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@export var shake_enabled: bool = false
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## Shake frequency in Hz (how fast the jitter oscillates).
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@export var shake_frequency: float = 8.0
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## Shake amplitude in pixels (peak-to-center).
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@export var shake_amplitude: float = 1.5
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## Optional fade-in duration (0 = no fade).
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@export var fade_in_duration: float = 0.0
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## Optional fade-out duration when the pickup is about to be collected
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## (used by controller; 0 = no fade).
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@export var fade_out_duration: float = 0.0
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var _elapsed: float = 0.0
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func start() -> void:
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_elapsed = 0.0
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func process(delta: float) -> float:
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# Returns the current opacity factor (0..1) based on fade timers.
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_elapsed += delta
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var target_alpha: float = 1.0
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if fade_in_duration > 0 and _elapsed < fade_in_duration:
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target_alpha = clampf(_elapsed / fade_in_duration, 0.0, 1.0)
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return target_alpha
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1
resources/pickups/pickup_behavior.gd.uid
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1
resources/pickups/pickup_behavior.gd.uid
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uid://d0l8e2ymk0lx1
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47
resources/pickups/pickup_drift_behavior.gd
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47
resources/pickups/pickup_drift_behavior.gd
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class_name PickupDriftBehavior extends Resource
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## Base resource that defines the global travel pattern of a pickup across
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## the screen. Assign to [member drift_behavior] on a PickupBehaviorController.
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enum DriftType {
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STATIONARY, ## Does not move (aside from bob/shake).
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SINE_WAVE, ## Travels in a sine curve.
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LEAF_FALL, ## Drifts downward with gentle horizontal sway.
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DIAGONAL, ## Moves diagonally in one direction.
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}
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@export_group("Drift")
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## The drift pattern to apply.
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@export var drift_type: DriftType = DriftType.STATIONARY
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## Horizontal speed in pixels per second (applies to SINE_WAVE, LEAF_FALL).
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@export var drift_speed: float = 30.0
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## Vertical fall speed in pixels per second (applies to LEAF_FALL).
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@export var fall_speed: float = 15.0
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## Horizontal wave amplitude in pixels (applies to SINE_WAVE, LEAF_FALL).
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@export var wave_amplitude: float = 40.0
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## Wave frequency in cycles per second (applies to SINE_WAVE, LEAF_FALL).
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@export var wave_frequency: float = 1.0
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## Diagonal direction: +X forward, -X backward (applies to DIAGONAL).
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@export var diagonal_forward: bool = true
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## Main drift axis for SINE_WAVE and LEAF_FALL.
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## true = horizontal travel (x), false = vertical travel (y).
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@export var drift_along_x: bool = true
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## Reverse the primary direction (left/right or up/down).
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@export var reverse_direction: bool = false
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## Randomize the perpendicular axis origin (y if horizontal, x if vertical).
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@export var randomize_origin: bool = false
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## Phase offset in radians — randomize per-instance for variety.
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@export var phase_offset: float = 0.0
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var _initial_x: float = 0.0
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func reset(initial_position: Vector2) -> void:
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_initial_x = initial_position.x
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1
resources/pickups/pickup_drift_behavior.gd.uid
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1
resources/pickups/pickup_drift_behavior.gd.uid
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@ -0,0 +1 @@
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uid://b4lar4f3526b1
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13
resources/pickups/rare_powerup.tres
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13
resources/pickups/rare_powerup.tres
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[gd_resource type="Resource" script_class="PickupBehavior" format=3 uid="uid://pickup_rare_powerup"]
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[ext_resource type="Script" uid="uid://pickup_behavior_uid" path="res://resources/pickups/pickup_behavior.gd" id="1_behavior"]
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[resource]
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script = ExtResource("1_behavior")
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bob_enabled = true
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bob_frequency = 3.5
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bob_amplitude = 6.0
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shake_enabled = true
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shake_frequency = 12.0
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shake_amplitude = 1.5
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fade_in_duration = 0.5
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8
resources/pickups/std_powerup.tres
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8
resources/pickups/std_powerup.tres
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[gd_resource type="Resource" script_class="PickupBehavior" format=3 uid="uid://dflj31qle75ol"]
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[ext_resource type="Script" uid="uid://d0l8e2ymk0lx1" path="res://resources/pickups/pickup_behavior.gd" id="1_behavior"]
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[resource]
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script = ExtResource("1_behavior")
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shake_enabled = true
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fade_in_duration = 0.3
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@ -5,7 +5,7 @@ class_name Player extends Area2D
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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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@onready var powerup_spawner := _find_powerup_spawner()
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@onready var powerup_spawner: PowerUpSpawner = _find_powerup_spawner()
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# Get the viewport size for positioning
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@onready var screensize = get_viewport().content_scale_size
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@ -63,7 +63,8 @@ func _on_help_box_area_entered(area: Area2D) -> void:
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return
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var weapon_shot: WeaponShot = area.get_meta("weapon_shot")
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weapon_component.collect_weapon(weapon_shot)
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powerup_spawner.pickup_collected()
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if powerup_spawner != null:
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powerup_spawner.pickup_collected()
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area.queue_free()
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@ -100,6 +100,9 @@ size = Vector2(6, 5.75)
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[node name="Player" type="Area2D" unique_id=652131079]
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script = ExtResource("1_ur7pv")
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can_shoot = null
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is_shooting = null
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muzzle_flash = null
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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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@ -8,10 +8,21 @@
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[ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="6_mwa7c"]
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[ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="7_vphcr"]
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[ext_resource type="Resource" uid="uid://c41aoyka7nfr8" path="res://resources/player_weapon_resources/vanguard+.tres" id="8_g67dp"]
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[ext_resource type="Resource" uid="uid://pickup_std_powerup" path="res://resources/pickups/std_powerup.tres" id="9_std"]
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[ext_resource type="Resource" uid="uid://pickup_rare_powerup" path="res://resources/pickups/rare_powerup.tres" id="10_rare"]
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[ext_resource type="Resource" uid="uid://pickup_drift_sine" path="res://resources/pickups/drift_sine_wave.tres" id="11_sine"]
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[ext_resource type="Resource" uid="uid://pickup_drift_leaf" path="res://resources/pickups/drift_leaf_fall.tres" id="12_leaf"]
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[ext_resource type="Resource" uid="uid://pickup_drift_diagonal" path="res://resources/pickups/drift_diagonal.tres" id="13_diag"]
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[node name="PowerUpSpawner" type="Node2D" unique_id=1191463626]
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script = ExtResource("2_9m3n7")
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pickup_scene = ExtResource("1_xk8p2")
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pickup_behaviors = Array[ExtResource("3_07x44")](
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[ExtResource("9_std"), ExtResource("10_rare")]
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)
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drift_behaviors = Array[ExtResource("3_07x44")](
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[ExtResource("11_sine"), ExtResource("12_leaf"), ExtResource("13_diag")]
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)
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all_weapon_shots = Array[ExtResource("3_07x44")](
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[ExtResource("4_0eev3"), ExtResource("5_qqjui"), ExtResource("6_mwa7c"), ExtResource("7_vphcr"), ExtResource("8_g67dp")]
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)
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[gd_scene format=3 uid="uid://dsqfuv86suu17"]
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[ext_resource type="Script" uid="uid://pickup_controller_uid" path="res://scripts/pickups/pickup_behavior_controller.gd" id="1_ctrl"]
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[ext_resource type="Resource" uid="uid://pickup_behavior_uid" path="res://resources/pickups/std_powerup.tres" id="2_std"]
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[ext_resource type="Resource" uid="uid://pickup_drift_uid" path="res://resources/pickups/drift_sine_wave.tres" id="3_drift"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_mmgg1"]
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size = Vector2(14, 14)
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[node name="PowerUpPickup" type="Area2D" unique_id=478708932]
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script = ExtResource("1_ctrl")
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behavior = ExtResource("2_std")
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drift_behavior = ExtResource("3_drift")
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collision_mask = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=347643413]
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132
scripts/pickups/pickup_behavior_controller.gd
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scripts/pickups/pickup_behavior_controller.gd
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class_name PickupBehaviorController extends Area2D
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## Controls visual movement (bob, shake) and drift of a pickup.
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## Attach to the root Area2D node of your pickup scene.
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@export var behavior: PickupBehavior
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@export var drift_behavior: PickupDriftBehavior
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var _icon_node: TextureRect
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var _spawn_position: Vector2 = Vector2.ZERO
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func _ready() -> void:
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# Find the runtime-added icon node.
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for child in get_children():
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if child is TextureRect:
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_icon_node = child as TextureRect
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break
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# Capture the initial spawn position.
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_spawn_position = global_position
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if behavior != null:
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behavior.start()
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func _process(delta: float) -> void:
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if behavior == null or drift_behavior == null:
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return
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var alpha: float = behavior.process(delta)
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if _icon_node != null:
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_icon_node.visible = alpha > 0.01
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if behavior != null and behavior.fade_in_duration > 0 and _icon_node is CanvasItem:
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_icon_node.modulate.a = alpha
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var offset := _compute_animation_offset()
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var drift_offset := _compute_drift_offset()
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position = _spawn_position + Vector2(drift_offset.x, drift_offset.y)
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if _icon_node != null:
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_icon_node.position = offset
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func _compute_animation_offset() -> Vector2:
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# Returns the bob + shake offset applied to the icon node.
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var result := Vector2.ZERO
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if behavior == null:
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return result
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# Bob (vertical oscillation).
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if behavior.bob_enabled:
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var bob_angle := _elapsed_time() * TAU * behavior.bob_frequency
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result.y += sin(bob_angle) * behavior.bob_amplitude
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# Shake (subtle jitter).
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if behavior.shake_enabled:
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var shake_angle := _elapsed_time() * TAU * behavior.shake_frequency
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result.x += sin(shake_angle) * behavior.shake_amplitude
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return result
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func _compute_drift_offset() -> Vector2:
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# Returns the global drift position offset from initial spawn position.
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if drift_behavior == null:
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return Vector2.ZERO
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match drift_behavior.drift_type:
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PickupDriftBehavior.DriftType.STATIONARY:
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return Vector2.ZERO
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PickupDriftBehavior.DriftType.SINE_WAVE:
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var t := _elapsed_time() * drift_behavior.wave_frequency
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var travel_speed: float = drift_behavior.drift_speed
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if drift_behavior.reverse_direction:
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travel_speed *= -1.0
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var offset := Vector2.ZERO
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if drift_behavior.drift_along_x:
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# Travels along X; waves on Y.
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offset.x = travel_speed * _elapsed_time()
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offset.y = sin(t + drift_behavior.phase_offset) * drift_behavior.wave_amplitude
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else:
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# Travels along Y; waves on X.
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offset.y = travel_speed * _elapsed_time()
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offset.x = sin(t + drift_behavior.phase_offset) * drift_behavior.wave_amplitude
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return offset
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PickupDriftBehavior.DriftType.LEAF_FALL:
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var leaf_t := _elapsed_time() * drift_behavior.wave_frequency
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var travel_speed: float = drift_behavior.fall_speed
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if drift_behavior.reverse_direction:
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travel_speed *= -1.0
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var offset := Vector2.ZERO
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if drift_behavior.drift_along_x:
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# Travels along X; waves on Y.
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offset.x = travel_speed * _elapsed_time()
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offset.y = sin(leaf_t + drift_behavior.phase_offset) * drift_behavior.wave_amplitude
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else:
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# Travels along Y; waves on X.
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offset.y = travel_speed * _elapsed_time()
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offset.x = sin(leaf_t + drift_behavior.phase_offset) * drift_behavior.wave_amplitude
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return offset
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PickupDriftBehavior.DriftType.DIAGONAL:
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var dir: float = 1.0 if drift_behavior.diagonal_forward else -1.0
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if drift_behavior.reverse_direction:
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dir *= -1.0
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var offset := Vector2.ZERO
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if drift_behavior.drift_along_x:
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# Travels along X; secondary on Y.
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offset.x = dir * drift_behavior.drift_speed * _elapsed_time()
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offset.y = dir * (drift_behavior.drift_speed * 0.5) * _elapsed_time()
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else:
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# Travels along Y; secondary on X.
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offset.y = dir * drift_behavior.drift_speed * _elapsed_time()
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offset.x = dir * (drift_behavior.drift_speed * 0.5) * _elapsed_time()
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return offset
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return Vector2.ZERO
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func _elapsed_time() -> float:
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if behavior == null:
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return 0.0
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return behavior._elapsed
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1
scripts/pickups/pickup_behavior_controller.gd.uid
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1
scripts/pickups/pickup_behavior_controller.gd.uid
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uid://c4a7husvaq2eo
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@ -9,18 +9,44 @@ class_name PowerUpSpawner extends Node2D
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@onready var screensize: Vector2 = get_viewport().content_scale_size
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@onready var spawn_timer: Timer = $SpawnTimer
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# Optional behavior resources to assign randomly on spawn.
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@export var pickup_behaviors: Array[PickupBehavior] = []
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# All weapon resources to spawn as pickups.
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# Populate in the editor with your weapon_shot resources.
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@export var all_weapon_shots: Array[WeaponShot] = []
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# Optional drift behaviors to assign randomly on spawn.
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# Leave empty to use whatever is baked into the pickup scene.
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@export var drift_behaviors: Array[PickupDriftBehavior] = []
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# How long a pickup can linger off-screen before being cleaned up.
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@export var offscreen_timeout: float = 5.0
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# How long to wait after a pickup is collected before spawning the next one.
|
||||
@export var cooldown_after_collection: float = 5.0
|
||||
|
||||
var _pickups_spawned: int = 0
|
||||
var _pickups_remaining: int = 0
|
||||
|
||||
# Tracks active pickups so we can check off-screen timeouts.
|
||||
var _active_pickups: Array[Area2D] = []
|
||||
|
||||
# Cooldown state for post-collection pause.
|
||||
var _cooldown_timer: Timer
|
||||
var _in_cooldown: bool = false
|
||||
|
||||
func _ready() -> void:
|
||||
if spawn_timer == null:
|
||||
return
|
||||
spawn_timer.wait_time = spawn_interval
|
||||
|
||||
# Create a one-shot cooldown timer.
|
||||
_cooldown_timer = Timer.new()
|
||||
_cooldown_timer.one_shot = true
|
||||
_cooldown_timer.timeout.connect(_on_cooldown_finished)
|
||||
add_child(_cooldown_timer)
|
||||
|
||||
|
||||
func _on_spawn_timer_timeout() -> void:
|
||||
if test_mode:
|
||||
|
|
@ -29,6 +55,12 @@ func _on_spawn_timer_timeout() -> void:
|
|||
_spawn_normal_pickup()
|
||||
|
||||
|
||||
func _on_cooldown_finished() -> void:
|
||||
_in_cooldown = false
|
||||
if spawn_timer != null and test_mode:
|
||||
spawn_timer.start()
|
||||
|
||||
|
||||
func _spawn_normal_pickup() -> void:
|
||||
# Spawn a single random pickup at a position near the player.
|
||||
if all_weapon_shots.is_empty():
|
||||
|
|
@ -59,26 +91,51 @@ func _spawn_normal_pickup() -> void:
|
|||
|
||||
|
||||
func _spawn_test_pickups() -> void:
|
||||
for weapon: WeaponShot in all_weapon_shots:
|
||||
if weapon == null or weapon.shot_name.is_empty():
|
||||
continue
|
||||
# In test mode: pick ONE random weapon and spawn a single pickup.
|
||||
if all_weapon_shots.is_empty():
|
||||
return
|
||||
|
||||
var pickup := _spawn_pickup(weapon)
|
||||
if not is_instance_valid(pickup):
|
||||
continue # skipped — no valid icon
|
||||
var chosen_weapon: WeaponShot = all_weapon_shots[randi() % all_weapon_shots.size()]
|
||||
if chosen_weapon == null or chosen_weapon.shot_name.is_empty():
|
||||
return
|
||||
|
||||
# Random position within viewport, with edge padding.
|
||||
var margin: float = 15.0
|
||||
var pickup := _spawn_pickup(chosen_weapon)
|
||||
if not is_instance_valid(pickup):
|
||||
return
|
||||
|
||||
# Random position within viewport, with edge padding.
|
||||
var margin: float = 15.0
|
||||
if _should_randomize_origin(pickup):
|
||||
# Randomize the perpendicular axis so pickups don't all start at one edge.
|
||||
var drift := _get_pickup_drift(pickup)
|
||||
if drift != null:
|
||||
var offset := Vector2.ZERO
|
||||
if drift.drift_along_x:
|
||||
# Travels along X; randomize Y origin.
|
||||
offset.x = randf_range(margin, screensize.x - margin)
|
||||
offset.y = 0.0
|
||||
else:
|
||||
# Travels along Y; randomize X origin.
|
||||
offset.x = 0.0
|
||||
offset.y = randf_range(margin, screensize.y - margin)
|
||||
pickup.position = offset
|
||||
else:
|
||||
pickup.position = Vector2(
|
||||
randf_range(margin, screensize.x - margin),
|
||||
randf_range(margin, screensize.y - margin)
|
||||
)
|
||||
else:
|
||||
pickup.position = Vector2(
|
||||
randf_range(margin, screensize.x - margin),
|
||||
randf_range(margin, screensize.y - margin)
|
||||
)
|
||||
|
||||
add_child(pickup)
|
||||
_pickups_spawned += 1
|
||||
_pickups_remaining = _pickups_spawned
|
||||
add_child(pickup)
|
||||
_active_pickups.append(pickup)
|
||||
_pickups_spawned += 1
|
||||
_pickups_remaining = _pickups_spawned
|
||||
|
||||
# Pause the timer while pickups are on screen; resume when all gone.
|
||||
# Pause the timer while pickup is on screen; resume when gone or expired.
|
||||
if spawn_timer != null:
|
||||
spawn_timer.stop()
|
||||
|
||||
|
|
@ -92,12 +149,16 @@ func pickup_collected() -> void:
|
|||
var wc: WeaponComponent = level.get_node_or_null("WeaponComponent")
|
||||
if wc != null:
|
||||
wc.test_mode = test_mode
|
||||
# Decrement counter; resume timer once all pickups are gone.
|
||||
_pickups_remaining = max(0, _pickups_remaining - 1)
|
||||
if _pickups_remaining <= 0:
|
||||
if spawn_timer != null:
|
||||
spawn_timer.start()
|
||||
_pickups_spawned = 0
|
||||
# Remove from active list and start cooldown.
|
||||
_active_pickups.clear()
|
||||
if spawn_timer != null:
|
||||
spawn_timer.stop()
|
||||
_start_cooldown()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if test_mode:
|
||||
_update_active_pickups(delta)
|
||||
|
||||
|
||||
func _spawn_pickup(weapon: WeaponShot) -> Area2D:
|
||||
|
|
@ -123,4 +184,99 @@ func _spawn_pickup(weapon: WeaponShot) -> Area2D:
|
|||
icon.size = Vector2(16, 16)
|
||||
pickup.add_child(icon)
|
||||
|
||||
# Assign a random behavior for visual variety.
|
||||
_apply_random_behavior(pickup)
|
||||
|
||||
# Assign a random drift behavior for visual variety.
|
||||
_apply_random_drift(pickup)
|
||||
|
||||
return pickup
|
||||
|
||||
|
||||
func _cleanup_pickup(pickup: Area2D) -> void:
|
||||
# Remove from active list if present.
|
||||
for i in _active_pickups.size():
|
||||
if _active_pickups[i] == pickup:
|
||||
_active_pickups.remove_at(i)
|
||||
break
|
||||
pickup.queue_free()
|
||||
# Trigger cooldown/respawn when a pickup drifts off-screen.
|
||||
_start_cooldown()
|
||||
|
||||
func _update_active_pickups(_delta: float) -> void:
|
||||
# Check each active pickup for off-screen timeout.
|
||||
var viewport_rect := get_viewport_rect().size
|
||||
var margin: float = 50.0 # how far off-screen counts as "gone"
|
||||
var to_remove: Array[Area2D] = []
|
||||
|
||||
for pickup in _active_pickups:
|
||||
if not is_instance_valid(pickup):
|
||||
continue
|
||||
# Simple off-screen check: outside viewport + margin.
|
||||
if (pickup.position.x < -margin
|
||||
or pickup.position.x > viewport_rect.x + margin
|
||||
or pickup.position.y < -margin
|
||||
or pickup.position.y > viewport_rect.y + margin):
|
||||
to_remove.append(pickup)
|
||||
|
||||
for bad_pickup in to_remove:
|
||||
_cleanup_pickup(bad_pickup)
|
||||
|
||||
|
||||
func _start_cooldown() -> void:
|
||||
if offscreen_timeout <= 0 or cooldown_after_collection <= 0:
|
||||
return
|
||||
_in_cooldown = true
|
||||
_cooldown_timer.wait_time = cooldown_after_collection
|
||||
_cooldown_timer.start()
|
||||
|
||||
|
||||
func _apply_random_behavior(pickup: Area2D) -> void:
|
||||
if pickup_behaviors.is_empty():
|
||||
return
|
||||
|
||||
var controller := pickup.get_node_or_null("PickupBehaviorController")
|
||||
if controller == null:
|
||||
return
|
||||
|
||||
var chosen: PickupBehavior = pickup_behaviors[randi() % pickup_behaviors.size()].duplicate() as PickupBehavior
|
||||
if chosen != null:
|
||||
controller.behavior = chosen
|
||||
|
||||
|
||||
func _apply_random_drift(pickup: Area2D) -> void:
|
||||
# Randomly assign a drift behavior to the spawned pickup instance.
|
||||
if drift_behaviors.is_empty():
|
||||
return
|
||||
|
||||
var controller := pickup.get_node_or_null("PickupBehaviorController")
|
||||
if controller == null:
|
||||
return
|
||||
|
||||
var chosen: PickupDriftBehavior = drift_behaviors[randi() % drift_behaviors.size()].duplicate() as PickupDriftBehavior
|
||||
if chosen == null:
|
||||
return
|
||||
# Randomize phase offset for per-instance variety.
|
||||
chosen.phase_offset = randf_range(0.0, TAU)
|
||||
# Randomize axis (horizontal vs vertical travel).
|
||||
chosen.drift_along_x = randf() > 0.5
|
||||
# Randomize direction (forward vs reverse).
|
||||
chosen.reverse_direction = randf() > 0.5
|
||||
# Randomize perpendicular origin.
|
||||
chosen.randomize_origin = randf() > 0.5
|
||||
# When randomizing origin, zero the phase so the wave starts at center (0 offset).
|
||||
if chosen.randomize_origin:
|
||||
chosen.phase_offset = 0.0
|
||||
controller.drift_behavior = chosen
|
||||
|
||||
|
||||
func _get_pickup_drift(pickup: Area2D) -> PickupDriftBehavior:
|
||||
var controller := pickup.get_node_or_null("PickupBehaviorController")
|
||||
if controller == null:
|
||||
return null
|
||||
return controller.drift_behavior
|
||||
|
||||
|
||||
func _should_randomize_origin(pickup: Area2D) -> bool:
|
||||
var drift := _get_pickup_drift(pickup)
|
||||
return drift != null and drift.randomize_origin
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue