Attempting to refactor the previously working self contained equidistent

code in the player.gd.
This commit is contained in:
Henry 2026-04-06 12:46:36 +01:00
parent 5d2efe9983
commit d419635d7f
15 changed files with 153 additions and 46 deletions

View file

@ -16,7 +16,7 @@ func tick(delta: float):
# Check to see if there's a player to move
if player == null: return
# Calculate ship to bullet displacemnt
# Calculate ship to bullet displacement
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)

View file

@ -28,7 +28,7 @@ var weapon_spacing: float = 0.1
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + (ship_displacement)
travel += bullet_speed * delta + abs(ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
@ -100,7 +100,7 @@ func shoot():
# Get weapon speed and spacing for equidistant calculations
weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = abs(bullet.shot_data.speed)
bullet_speed = bullet.shot_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

View file

@ -22,12 +22,10 @@ func _process(delta) -> void:
movement_component.input = input_component.move_dir
movement_component.tick(delta)
# Set up shooting
# Read 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
if is_shooting == true:
shoot_component.shoot()

112
scripts/player_refactor.gd Normal file
View file

@ -0,0 +1,112 @@
extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
#var ship = %Ship
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")
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"):
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:
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 = 3
#const PROJECTILE_SPACING: float = 10
#const MUZZLE_HEIGHT: int = -23
var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
for b in range(bullet_resource.projectiles):
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (bullet.shot_data.projectiles - 1) / 2.0) * bullet.shot_data.projectile_spacing / 2.0, bullet.shot_data.projectile_origin)
# Get weapon speed and spacing for equidistant calculations
#weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = abs(bullet.shot_data.speed)
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

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

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@ -9,7 +9,7 @@ extends Resource
@export var damage: int = 1
@export var speed: int = 135
@export var projectiles: int = 2
@export var rate: float = 0.1
@export var cooldown: float = 0.25
@export var projectile_spacing: float = 35
@export var projectile_origin: int = -23
@export var rate: float = 0.1
@export var cooldown: float = 0.25

View file

@ -8,27 +8,26 @@ var weapon_spacing: float = 0.1
func shoot():
# Continuous fire
if player.is_shooting == true:
# Adjust bullet spacing before firing
if player.travel > weapon_component.bullet_data.projectile_spacing:
print("Travel is greater!")
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)
# Adjust bullet spacing before firing
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
#weapon_component.bullet_data.projectile_spacing = bullet.weapon_component.bullet_data.projectile_spacing
#weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")
player.travel -= weapon_component.bullet_data.projectile_spacing
else: return

View file

@ -1,12 +1,12 @@
extends Area2D
@onready var bullet = load("res://scenes/stock_weapon.tscn")
@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
@export var shot_data: PlayerShot
func _process(delta):
position.y += shot_data.speed * delta # This works normally
position.y -= shot_data.speed * delta # This works normally
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()

View file

@ -1,8 +1,8 @@
class_name WeaponComponent extends Node
@export var weapon_current : PackedScene
var bullet_data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
#@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