Adjusted stock shot spacing and added muzzle flash.
This commit is contained in:
parent
01fe64a3e7
commit
b6bef3f13a
6 changed files with 160 additions and 45 deletions
BIN
graphics/muzzle_flash.png
Normal file
BIN
graphics/muzzle_flash.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 210 B |
40
graphics/muzzle_flash.png.import
Normal file
40
graphics/muzzle_flash.png.import
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://crmbupr3qg0j"
|
||||
path="res://.godot/imported/muzzle_flash.png-a4acd317005dff07444b3286deac56f4.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://graphics/muzzle_flash.png"
|
||||
dest_files=["res://.godot/imported/muzzle_flash.png-a4acd317005dff07444b3286deac56f4.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
|
@ -6,6 +6,6 @@
|
|||
[resource]
|
||||
script = ExtResource("1_dpne1")
|
||||
shot_name = "Stock"
|
||||
speed = -300
|
||||
speed = -350
|
||||
cooldown = 0.0
|
||||
metadata/_custom_type_script = "uid://ccdohs4gduee5"
|
||||
|
|
|
|||
|
|
@ -3,18 +3,108 @@
|
|||
[ext_resource type="Script" uid="uid://otm88638j7f8" path="res://scripts/player.gd" id="1_g2els"]
|
||||
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/stock_weapon.tscn" id="2_dqkch"]
|
||||
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
|
||||
[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
|
||||
[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
|
||||
atlas = ExtResource("5_qlg0r")
|
||||
region = Rect2(28, 0, 14, 6)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
|
||||
atlas = ExtResource("5_qlg0r")
|
||||
region = Rect2(42, 0, 14, 6)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
|
||||
atlas = ExtResource("5_qlg0r")
|
||||
region = Rect2(1, 0, 14, 6)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
|
||||
atlas = ExtResource("5_qlg0r")
|
||||
region = Rect2(15, 0, 14, 6)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_y4r1p"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_tuyoq")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fjrip")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"banked",
|
||||
"speed": 15.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_smehm")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ur7pv")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"fwd",
|
||||
"speed": 15.0
|
||||
}]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
|
||||
atlas = ExtResource("4_dqkch")
|
||||
region = Rect2(0, 0, 15, 8)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
|
||||
atlas = ExtResource("4_dqkch")
|
||||
region = Rect2(15, 0, 15, 8)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
|
||||
atlas = ExtResource("4_dqkch")
|
||||
region = Rect2(30, 0, 15, 8)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_3v2ag"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_qlg0r")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_y4r1p")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_d2wvv")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"stock",
|
||||
"speed": 15.0
|
||||
}]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
|
||||
size = Vector2(10, 11)
|
||||
|
||||
[node name="Player" type="Area2D" unique_id=652131079]
|
||||
script = ExtResource("1_g2els")
|
||||
speed = 165
|
||||
weapon_current = ExtResource("2_dqkch")
|
||||
|
||||
[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
|
||||
unique_name_in_owner = true
|
||||
texture = ExtResource("2_qhqgy")
|
||||
hframes = 3
|
||||
region_rect = Rect2(0, 0, 62, 24.370766)
|
||||
|
||||
[node name="Thrusters" type="AnimatedSprite2D" parent="Ship" unique_id=2096876587]
|
||||
position = Vector2(0, 15)
|
||||
sprite_frames = SubResource("SpriteFrames_y4r1p")
|
||||
animation = &"fwd"
|
||||
autoplay = "fwd"
|
||||
|
||||
[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
|
||||
unique_name_in_owner = true
|
||||
position = Vector2(0, -16)
|
||||
sprite_frames = SubResource("SpriteFrames_3v2ag")
|
||||
animation = &"stock"
|
||||
autoplay = "stock"
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=485826453]
|
||||
position = Vector2(0, -3.5)
|
||||
shape = SubResource("RectangleShape2D_dqkch")
|
||||
|
||||
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -3,8 +3,8 @@ extends Resource
|
|||
|
||||
@export var shot_name: String
|
||||
@export var damage: int = 1
|
||||
@export var speed: int = 100
|
||||
@export var speed: int = 135
|
||||
@export var rate: float = 0.1
|
||||
@export var cooldown: float = 0.25
|
||||
@export var sprite: Texture2D = preload("res://graphics/shot.png")
|
||||
@export var spacing: float = 50
|
||||
@export var spacing: float = 35
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue