Attempting to refactor the previously working self contained equidistent
code in the player.gd.
This commit is contained in:
parent
5d2efe9983
commit
d419635d7f
15 changed files with 153 additions and 46 deletions
|
|
@ -6,8 +6,8 @@
|
|||
[resource]
|
||||
script = ExtResource("1_t07sl")
|
||||
shot_name = "Stock"
|
||||
speed = -350
|
||||
projectiles = 3
|
||||
speed = 350
|
||||
projectiles = 4
|
||||
projectile_spacing = 20.0
|
||||
cooldown = 0.0
|
||||
projectile_spacing = 10.0
|
||||
metadata/_custom_type_script = "uid://ccdohs4gduee5"
|
||||
|
|
|
|||
|
|
@ -1,7 +1,6 @@
|
|||
[gd_scene format=3 uid="uid://coix5dqblmu7r"]
|
||||
|
||||
[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="Script" uid="uid://bqxrdf7mtx0ev" path="res://scripts/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"]
|
||||
|
|
@ -86,9 +85,7 @@ size = Vector2(24, 30)
|
|||
size = Vector2(6, 5.75)
|
||||
|
||||
[node name="Player" type="Area2D" unique_id=652131079]
|
||||
script = ExtResource("1_g2els")
|
||||
speed = 275
|
||||
weapon_current = ExtResource("2_dqkch")
|
||||
script = ExtResource("1_qlg0r")
|
||||
|
||||
[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
|
||||
unique_name_in_owner = true
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene format=3 uid="uid://6wq3ynesnsha"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scripts/player_revision.gd" id="1_3ef36"]
|
||||
[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scripts/player_component.gd" id="1_3ef36"]
|
||||
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/stock_weapon.tscn" id="2_l5qtw"]
|
||||
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="3_63g5k"]
|
||||
[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_14jeh"]
|
||||
|
|
|
|||
|
|
@ -1,24 +1,15 @@
|
|||
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_hsma2"]
|
||||
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_mvdrj"]
|
||||
[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"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_pax02"]
|
||||
script = ExtResource("2_mvdrj")
|
||||
shot_name = "Stock"
|
||||
damage = 3
|
||||
speed = -350
|
||||
projectiles = 1
|
||||
cooldown = 0.0
|
||||
metadata/_custom_type_script = "uid://ccdohs4gduee5"
|
||||
|
||||
[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 = SubResource("Resource_pax02")
|
||||
shot_data = ExtResource("2_mvdrj")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
|
||||
texture = ExtResource("3_mvdrj")
|
||||
|
|
|
|||
|
|
@ -1,15 +1,24 @@
|
|||
[gd_scene format=3 uid="uid://b2ltmeb14nc17"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_kx6bj"]
|
||||
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_hefae"]
|
||||
[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
|
||||
projectile_spacing = 10.0
|
||||
cooldown = 0.0
|
||||
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 = ExtResource("2_hefae")
|
||||
shot_data = SubResource("Resource_4ihvg")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
|
||||
texture = ExtResource("3_58qml")
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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")
|
||||
|
|
|
|||
|
|
@ -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
112
scripts/player_refactor.gd
Normal 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")
|
||||
|
||||
|
||||
1
scripts/player_refactor.gd.uid
Normal file
1
scripts/player_refactor.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://bqxrdf7mtx0ev
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue