Set up a revised player scene with a component based apparoach; shooting
functionality incomplete.
This commit is contained in:
parent
8d89271074
commit
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13 changed files with 331 additions and 0 deletions
13
resources/player_weapons/shot_stock.tres
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13
resources/player_weapons/shot_stock.tres
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[gd_resource type="Resource" script_class="PlayerShot" format=3 uid="uid://cels8t3hqjtsu"]
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[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="1_t07sl"]
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[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_xc6g1"]
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[resource]
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script = ExtResource("1_t07sl")
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shot_name = "Stock"
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speed = -350
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projectiles = 3
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cooldown = 0.0
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projectile_spacing = 10.0
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metadata/_custom_type_script = "uid://ccdohs4gduee5"
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12
resources/player_weapons/shot_stock_static.tres
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12
resources/player_weapons/shot_stock_static.tres
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[gd_resource type="Resource" script_class="PlayerShot" format=3 uid="uid://c4c7anpgfq2po"]
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[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="1_reevt"]
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[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_xsuf1"]
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[resource]
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script = ExtResource("1_reevt")
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shot_name = "Stock"
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speed = -350
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cooldown = 0.0
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projectile_spacing = 10.0
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metadata/_custom_type_script = "uid://ccdohs4gduee5"
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156
scenes/player_revision.tscn
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156
scenes/player_revision.tscn
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[gd_scene format=3 uid="uid://6wq3ynesnsha"]
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[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scripts/player_revision.gd" id="1_3ef36"]
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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="3_63g5k"]
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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="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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atlas = ExtResource("4_tg2o1")
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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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atlas = ExtResource("4_tg2o1")
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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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atlas = ExtResource("4_tg2o1")
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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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atlas = ExtResource("4_tg2o1")
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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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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_tuyoq")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_fjrip")
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}],
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"loop": true,
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"name": &"banked",
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"speed": 15.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_smehm")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_ur7pv")
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}],
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"loop": true,
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"name": &"fwd",
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"speed": 15.0
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}]
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[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
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atlas = ExtResource("5_ohfsq")
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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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atlas = ExtResource("5_ohfsq")
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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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atlas = ExtResource("5_ohfsq")
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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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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qlg0r")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_y4r1p")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_d2wvv")
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}],
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"loop": true,
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"name": &"stock",
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"speed": 15.0
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_qlg0r"]
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size = Vector2(24, 10)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_tuyoq"]
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size = Vector2(24, 30)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
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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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script = ExtResource("1_3ef36")
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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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texture = ExtResource("3_63g5k")
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hframes = 3
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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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position = Vector2(0, 15)
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sprite_frames = SubResource("SpriteFrames_y4r1p")
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animation = &"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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unique_name_in_owner = true
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visible = false
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position = Vector2(0.5, -16)
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sprite_frames = SubResource("SpriteFrames_3v2ag")
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animation = &"stock"
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autoplay = "stock"
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[node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273]
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unique_name_in_owner = true
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position = Vector2(0, -17)
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shape = SubResource("RectangleShape2D_qlg0r")
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disabled = true
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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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position = Vector2(0, 3)
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shape = SubResource("RectangleShape2D_tuyoq")
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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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position = Vector2(0, 2)
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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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[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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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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11
scripts/input_component.gd
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11
scripts/input_component.gd
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class_name InputComponent extends Node
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var move_dir: Vector2 = Vector2.ZERO
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var shoot_pressed: bool = false
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var shooting: bool = false
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func update() -> void:
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move_dir = Input.get_vector("left", "right", "up", "down")
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shoot_pressed = Input.is_action_just_pressed("shoot")
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shooting = Input.is_action_pressed("shoot")
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1
scripts/input_component.gd.uid
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1
scripts/input_component.gd.uid
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uid://dss0dbwr71y6m
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46
scripts/movement_component.gd
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scripts/movement_component.gd
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class_name MovementComponent extends Node
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@export var player: Area2D
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@export var speed: float = 275
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@export var bounds_x: int = 12
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@export var bounds_y: int = 12
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@onready var weapon_component: WeaponComponent = %WeaponComponent
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@onready var screensize = get_viewport().content_scale_size
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var input = Input.get_vector("left", "right", "up","down")
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func tick(delta: float):
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# Check to see if there's a player to move
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if player == null: return
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# Calculate ship to bullet displacemnt
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player.ship_displacement = player.position.y - player.previous_position.y
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player.travel += abs(weapon_component.bullet_data.speed) * delta + (player.ship_displacement)
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player.travel = clamp(player.travel, 0, 1.9 * weapon_component.bullet_data.projectile_spacing)
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# Thruster animation in relation to player movement
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if input.x > 0:
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player.position.x = player.position.x+1
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%Ship.frame = 2
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%Ship/Thrusters.flip_h = true
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%Ship/Thrusters.animation = "banked"
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elif input.x < 0:
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player.position.x = player.position.x-1
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%Ship.frame = 1
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "banked"
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else:
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%Ship.frame = 0
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player.position.x = player.position.x
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "fwd"
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# Get previous positon for equidistant bullet calculation
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player.previous_position = player.position
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# Move player within screenbounds
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player.position += input * speed * delta
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player.position = player.position.clamp(Vector2i(bounds_x,bounds_y), screensize - Vector2i(bounds_x,bounds_y))
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1
scripts/movement_component.gd.uid
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scripts/movement_component.gd.uid
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uid://c0rikbakpcags
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scripts/player_revision.gd
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scripts/player_revision.gd
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class_name Player extends Area2D
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@onready var input_component: InputComponent = %InputComponent
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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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@export var can_shoot: bool = true
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@export var is_shooting: bool = false
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var previous_position: Vector2
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var ship_displacement: float
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var travel: float = 0
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func _process(delta) -> void:
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# Read Controls
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input_component.update()
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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# Set up shooting
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if input_component.shooting:
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is_shooting = true
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if travel > weapon_component.bullet_data.projectile_spacing:
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shoot_component.shoot()
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travel -= weapon_component.bullet_data.projectile_spacing
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else: is_shooting = false
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scripts/player_revision.gd.uid
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scripts/player_revision.gd.uid
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uid://dulfr27gg4evl
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scripts/shoot_component.gd
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scripts/shoot_component.gd
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class_name ShootComponent extends Node
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player: Player = $".."
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var travel: float = 0
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var weapon_spacing: float = 0.1
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func shoot():
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# Continuous fire
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if player.is_shooting == true:
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# Adjust bullet spacing before firing
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for b in range(weapon_component.bullet_data.projectiles):
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# Instantiate the bullets
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var bullet = weapon_component.weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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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)
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## Get weapon speed and spacing for equidistant calculations
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#weapon_rate = bullet.weapon_component.bullet_data.rate
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#weapon_spacing = bullet.weapon_component.bullet_data.projectile_spacing
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#bullet.weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
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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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1
scripts/shoot_component.gd.uid
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scripts/shoot_component.gd.uid
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uid://bgd1hwindc2ui
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21
scripts/weapon_component.gd
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scripts/weapon_component.gd
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class_name WeaponComponent extends Node
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@export var weapon_current : PackedScene
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#@export var projectile_origin: int = -23
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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
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
1
scripts/weapon_component.gd.uid
Normal file
1
scripts/weapon_component.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://ylmao2ndp22y
|
||||||
Loading…
Add table
Add a link
Reference in a new issue