Adjusted stock shot spacing and added muzzle flash.

This commit is contained in:
Henry 2026-03-31 13:30:15 +01:00
parent 01fe64a3e7
commit b6bef3f13a
6 changed files with 160 additions and 45 deletions

View file

@ -3,7 +3,8 @@ extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
var velocity: Vector2 = Vector2.ZERO
#var ship = %Ship
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
@ -27,55 +28,42 @@ func _process(delta):
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + (ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
#TODO: sprite frame change on x axis
#if input.x > 0:
#$Ship.frame = 2
#$Ship/Boosters.animation = "right"
#elif input.x < 0:
#$Ship.frame = 0
#$Ship/Boosters.animation = "left"
#else:
#$Ship.frame = 1
#$Ship/Boosters.animation = "forward"
# Sprite feedback based one player input
if input.x > 0:
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
previous_position = position
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Update velocity based on input
#var direction = Vector2.ZERO
#if Input.is_action_pressed("down"):
#direction.y += 1
#if Input.is_action_pressed("up"):
#direction.y -= 1
#
## Normalize direction and apply speed
#if direction.length() > 0:
#velocity = direction.normalized() * speed
# Update velocity
#velocity += velocity * delta
velocity = input * speed
if Input.is_action_pressed("shoot"):
print("Spacebar pressed!")
is_shooting = true
else:
is_shooting = false
if is_shooting == true:
print("Spacebar pressed!")
%MuzzleFlash.show()
%Ship/MuzzleFlash.animation = "stock"
if travel > weapon_spacing:
shoot()
travel -= weapon_spacing
#weapon_timer += delta
#print(weapon_timer)
#if weapon_timer >= weapon_rate:
#shoot()
#weapon_timer = 0.0
if is_shooting == false: return
if is_shooting == false:
%MuzzleFlash.hide()
func shield_set(_value: int):
return
@ -88,16 +76,13 @@ func _on_weapon_cooldown_timeout() -> void:
func shoot():
# Instantiate the bullet
var bullet = weapon_current.instantiate()
bullet.position = position + Vector2(0,-20)
#previous_position = position
get_tree().root.add_child(bullet)
bullet.position = position + Vector2(0,-23)
weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.spacing
bullet_speed = abs(bullet.shot_data.speed)
#bullet.global_transform = self.global_transform
prints(bullet.shot_data.shot_name, "weapon fired") #Print which weapon is firing
#weapon_cooldown = $WeaponCooldown
#weapon_cooldown.wait_time = bullet.shot_data.cooldown
#weapon_cooldown.start()
#can_shoot = not can_shoot