Refactored weapon and shoot component use and resources.

This commit is contained in:
Henry Faber 2026-06-09 13:57:40 +01:00
parent 79122a074e
commit bdbc3b015f
29 changed files with 239 additions and 435 deletions

View file

@ -1,128 +0,0 @@
[gd_scene format=3 uid="uid://coix5dqblmu7r"]
[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scenes/player_refactor.gd" id="1_qlg0r"]
[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_qlg0r"]
size = Vector2(24, 10)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_tuyoq"]
size = Vector2(24, 30)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
size = Vector2(6, 5.75)
[node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_qlg0r")
[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(0.5, -16)
sprite_frames = SubResource("SpriteFrames_3v2ag")
animation = &"stock"
autoplay = "stock"
[node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273]
unique_name_in_owner = true
position = Vector2(0, -17)
shape = SubResource("RectangleShape2D_qlg0r")
disabled = true
debug_color = Color(1, 0.5058824, 0.21960784, 0.41960785)
[node name="HelpBox" type="CollisionShape2D" parent="." unique_id=938667427]
position = Vector2(0, 3)
shape = SubResource("RectangleShape2D_tuyoq")
debug_color = Color(0, 1, 0, 0.41960785)
[node name="HitBox" type="CollisionShape2D" parent="." unique_id=485826453]
position = Vector2(0, 2)
shape = SubResource("RectangleShape2D_dqkch")
debug_color = Color(0.9843137, 0, 0, 0.80784315)
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

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@ -1,108 +1,34 @@
extends Area2D
class_name Player extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
# Components managed by Player
@onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
#var ship = %Ship
# Variables for Player shooting status
@export var can_shoot: bool = true
@export var is_shooting: bool = false
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
# Variables for Player position calculations for equidistant bullets
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
var bullet_speed: int = 150
@export var weapon_current : PackedScene
#var weapon_current = load("res://scenes/stock_weapon.tscn")
var weapon_cooldown = Timer
var weapon_rate: float = 0.1
var weapon_timer: float = 0.0
var weapon_spacing: float = 0.1
@onready var screensize = get_viewport_rect().size
@onready var muzzle_damage = %MuzzleBox
func _process(delta) -> void:
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + abs(ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
if input.x > 0:
%Ship/Thrusters.position.x = $Ship.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship/Thrusters.position.x = $Ship.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.position.x = $Ship.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
previous_position = position
# Move the ship based on input within the screen bounds
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Enable muzzle damage hitbox upon firing
if Input.is_action_pressed("shoot"):
# Read Controls
input_component.update()
# Read Shooting
if input_component.shooting:
is_shooting = true
muzzle_damage.set("disabled", false)
else: is_shooting = false
else:
is_shooting = false
if is_shooting == true:
%MuzzleFlash.show()
%Ship/MuzzleFlash.animation = "stock"
# Adjust bullet spacing before firing
if travel > weapon_spacing:
shoot()
travel -= weapon_spacing
if is_shooting == false:
%MuzzleFlash.hide()
muzzle_damage.set("disabled", true)
shoot_component.shoot()
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
var projectiles: int = 3
const PROJECTILE_SPACING: float = 10
const MUZZLE_HEIGHT: int = -23
for b in projectiles:
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (projectiles - 1) / 2.0) * PROJECTILE_SPACING, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations
weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = bullet.shot_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)

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@ -1 +1 @@
uid://otm88638j7f8
uid://dulfr27gg4evl

View file

@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://6wq3ynesnsha"]
[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scenes/player_component.gd" id="1_ur7pv"]
[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scenes/player.gd" id="1_ur7pv"]
[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="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
@ -8,7 +8,6 @@
[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/stock_weapon.tscn" id="8_3v2ag"]
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("5_qlg0r")
@ -89,24 +88,22 @@ size = Vector2(24, 30)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
size = Vector2(6, 5.75)
[node name="PlayerComponent" type="Node" unique_id=1732759225]
[node name="Player" type="Area2D" parent="." unique_id=652131079]
[node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_ur7pv")
[node name="Ship" type="Sprite2D" parent="Player" unique_id=1155866924]
[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="Player/Ship" unique_id=2096876587]
[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="Player/Ship" unique_id=1584132038]
[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
unique_name_in_owner = true
visible = false
position = Vector2(0.5, -16)
@ -114,33 +111,34 @@ sprite_frames = SubResource("SpriteFrames_3v2ag")
animation = &"stock"
autoplay = "stock"
[node name="MuzzleBox" type="CollisionShape2D" parent="Player" unique_id=1042837273]
[node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273]
unique_name_in_owner = true
position = Vector2(0, -17)
shape = SubResource("RectangleShape2D_qlg0r")
disabled = true
debug_color = Color(1, 0.5058824, 0.21960784, 0.41960785)
[node name="HelpBox" type="CollisionShape2D" parent="Player" unique_id=938667427]
[node name="HelpBox" type="CollisionShape2D" parent="." unique_id=938667427]
position = Vector2(0, 3)
shape = SubResource("RectangleShape2D_tuyoq")
debug_color = Color(0, 1, 0, 0.41960785)
[node name="HitBox" type="CollisionShape2D" parent="Player" unique_id=485826453]
[node name="HitBox" type="CollisionShape2D" parent="." unique_id=485826453]
position = Vector2(0, 2)
shape = SubResource("RectangleShape2D_dqkch")
debug_color = Color(0.9843137, 0, 0, 0.80784315)
[node name="WeaponCooldown" type="Timer" parent="Player" unique_id=269678170]
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
[node name="InputComponent" type="Node" parent="." unique_id=2022056363]
unique_name_in_owner = true
script = ExtResource("4_smehm")
metadata/_custom_type_script = "uid://dss0dbwr71y6m"
[node name="MovementComponent" type="Node" parent="." unique_id=964075256]
[node name="MovementComponent" type="Node" parent="." unique_id=964075256 node_paths=PackedStringArray("player")]
unique_name_in_owner = true
script = ExtResource("5_ur7pv")
player = NodePath("..")
speed = 200.0
metadata/_custom_type_script = "uid://c0rikbakpcags"
@ -152,7 +150,6 @@ metadata/_custom_type_script = "uid://bgd1hwindc2ui"
[node name="WeaponComponent" type="Node" parent="." unique_id=1648685183]
unique_name_in_owner = true
script = ExtResource("7_d2wvv")
weapon_current = ExtResource("8_3v2ag")
metadata/_custom_type_script = "uid://ylmao2ndp22y"
[connection signal="timeout" from="Player/WeaponCooldown" to="Player" method="_on_weapon_cooldown_timeout"]
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

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@ -1,34 +0,0 @@
class_name Player extends Node
# Components managed by Player
@onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
# Variables for Player shooting status
@export var can_shoot: bool = true
@export var is_shooting: bool = false
# Variables for Player position calculations for equidistant bullets
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
func _process(delta) -> void:
# Read Controls
input_component.update()
# Read Shooting
if input_component.shooting:
is_shooting = true
else: is_shooting = false
if is_shooting == true:
shoot_component.shoot()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)

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@ -1 +0,0 @@
uid://dulfr27gg4evl

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@ -1,115 +0,0 @@
extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
var bullet_speed: int = 150
var weapon_spacing: float = 0.1
@export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn")
#var weapon_current = load("res://scenes/stock_weapon.tscn")
#var weapon_cooldown = Timer
#var weapon_rate: float = 0.1
#var weapon_timer: float = 0.0
@onready var screensize = get_viewport_rect().size
@onready var muzzle_damage = %MuzzleBox
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
# Calculate position and travel for equidistant bullet calculations
ship_displacement = abs(position.y - previous_position.y)
travel += bullet_speed * delta - ship_displacement
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
if input.x > 0:
%Ship/Thrusters.position.x = $Ship.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship/Thrusters.position.x = $Ship.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.position.x = $Ship.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
previous_position = position
# Move the ship based on input within the screen bounds
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Enable muzzle damage hitbox upon firing
if Input.is_action_pressed("shoot"):
is_shooting = true
muzzle_damage.set("disabled", false)
else:
is_shooting = false
if is_shooting == true:
%MuzzleFlash.show()
%Ship/MuzzleFlash.animation = "stock"
# Adjust bullet spacing before firing
if travel > weapon_spacing:
print("Travel is greater!")
shoot()
travel -= weapon_spacing
if is_shooting == false:
%MuzzleFlash.hide()
muzzle_damage.set("disabled", true)
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
var projectiles: int = 5
const PROJECTILE_SPACING: float = 20
const MUZZLE_HEIGHT: int = -23
var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
for b in range(projectiles):
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
#prints(bullet.speed,bullet.projectiles, bullet.projectile_spacing)
bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations
#weapon_rate = bullet.shot_data.rate
weapon_spacing = PROJECTILE_SPACING
#bullet_speed = bullet_resource.speed
# Print which weapon is firing
#prints(bullet.shot_data.shot_name, "weapon fired")
#travel -= weapon_spacing

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@ -1 +0,0 @@
uid://bqxrdf7mtx0ev

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@ -1,15 +0,0 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
@export var shot_data: WeaponShot
func _process(delta):
#Calculation position along Y axis
position.y -= shot_data.speed * delta # Original Speed
#position.y -= 330 * delta # non-shot_data testing
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()

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@ -1 +0,0 @@
uid://d1rwqotmrag1r

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@ -1,29 +0,0 @@
[gd_scene format=3 uid="uid://b2ltmeb14nc17"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_kx6bj"]
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_5286c"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_58qml"]
[sub_resource type="Resource" id="Resource_4ihvg"]
script = ExtResource("2_5286c")
shot_name = "Stock"
speed = 350
projectiles = 3
metadata/_custom_type_script = "uid://ccdohs4gduee5"
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(12, 8)
[node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_kx6bj")
shot_data = SubResource("Resource_4ihvg")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
texture = ExtResource("3_58qml")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059]
shape = SubResource("RectangleShape2D_mvdrj")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]

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@ -1,18 +1,16 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_hsma2"]
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_mvdrj"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://Deprecated/stock_weapon.gd" id="1_u1d5o"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_5bykt"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(6, 14)
[node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_hsma2")
shot_data = ExtResource("2_mvdrj")
script = ExtResource("1_u1d5o")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
texture = ExtResource("3_mvdrj")
texture = ExtResource("2_5bykt")
region_enabled = true
region_rect = Rect2(7, 6, 4, 12)