Set up a revised player scene with a component based apparoach; shooting

functionality incomplete.
This commit is contained in:
Henry 2026-04-06 01:30:53 +01:00
parent 8d89271074
commit 9b3841775c
13 changed files with 331 additions and 0 deletions

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class_name InputComponent 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")

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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 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
# Calculate ship to bullet displacemnt
player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_component.bullet_data.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_component.bullet_data.projectile_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 positon for equidistant bullet calculation
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))

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class_name Player extends Area2D
@onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
@export var can_shoot: bool = true
@export var is_shooting: bool = false
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
func _process(delta) -> void:
# Read Controls
input_component.update()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)
# Set up shooting
if input_component.shooting:
is_shooting = true
if travel > weapon_component.bullet_data.projectile_spacing:
shoot_component.shoot()
travel -= weapon_component.bullet_data.projectile_spacing
else: is_shooting = false

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class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent
@onready var player: Player = $".."
var travel: float = 0
var weapon_spacing: float = 0.1
func shoot():
# Continuous fire
if player.is_shooting == true:
# Adjust bullet spacing before firing
for b in range(weapon_component.bullet_data.projectiles):
# Instantiate the bullets
var bullet = weapon_component.weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = player.position + Vector2((b - (weapon_component.bullet_data.projectiles - 1) / 2.0) * weapon_component.bullet_data.projectile_spacing, weapon_component.bullet_data.projectile_origin)
## Get weapon speed and spacing for equidistant calculations
#weapon_rate = bullet.weapon_component.bullet_data.rate
#weapon_spacing = bullet.weapon_component.bullet_data.projectile_spacing
#bullet.weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

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class_name WeaponComponent extends Node
@export var weapon_current : PackedScene
#@export var projectile_origin: int = -23
var bullet_data: PlayerShot = load("res://resources/player_weapons/shot_stock_static.tres")
#@export_category("Temp Bullet Data")
#@export var projectiles: int = 3
#@export var projectile_spacing: float = 10
#var damage: int = 0
#var speed: int = 135
#var projectiles: int = 2
#var rate: float = 0.1
#var cooldown: float = 0.25
#var projectile_spacing: float = 10

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