Equidistent code working in component form! Also cleaned up spacing for
increased projectiles in stock weapon by rounding remainders from division.
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17 changed files with 58 additions and 48 deletions
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@ -1,108 +0,0 @@
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extends Area2D
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@export var speed: int = 150
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@export var shield_max: int = 10
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#var ship = %Ship
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var shield: int = 0: set = shield_set
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var can_shoot: bool = true
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var is_shooting: bool = false
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var previous_position: Vector2
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var ship_displacement: float
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var travel: float = 0
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var bullet_speed: int = 150
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@export var weapon_current : PackedScene
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#var weapon_current = load("res://scenes/stock_weapon.tscn")
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var weapon_cooldown = Timer
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var weapon_rate: float = 0.1
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var weapon_timer: float = 0.0
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var weapon_spacing: float = 0.1
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@onready var screensize = get_viewport_rect().size
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@onready var muzzle_damage = %MuzzleBox
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func _process(delta):
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var input = Input.get_vector("left", "right", "up","down")
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ship_displacement = position.y - previous_position.y
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travel += bullet_speed * delta + abs(ship_displacement)
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travel = clamp(travel, 0, 1.9 * weapon_spacing)
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# Sprite feedback based one player input
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if input.x > 0:
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%Ship/Thrusters.position.x = $Ship.position.x+1
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%Ship.frame = 2
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%Ship/Thrusters.flip_h = true
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%Ship/Thrusters.animation = "banked"
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elif input.x < 0:
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%Ship/Thrusters.position.x = $Ship.position.x-1
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%Ship.frame = 1
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "banked"
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else:
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%Ship.frame = 0
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%Ship/Thrusters.position.x = $Ship.position.x
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "fwd"
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# Get previous positon for equidistant bullet calculation
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previous_position = position
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# Move the ship based on input within the screen bounds
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position += input * speed * delta
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position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
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# Enable muzzle damage hitbox upon firing
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if Input.is_action_pressed("shoot"):
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is_shooting = true
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muzzle_damage.set("disabled", false)
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else:
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is_shooting = false
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if is_shooting == true:
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%MuzzleFlash.show()
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%Ship/MuzzleFlash.animation = "stock"
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# Adjust bullet spacing before firing
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if travel > weapon_spacing:
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shoot()
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travel -= weapon_spacing
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if is_shooting == false:
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%MuzzleFlash.hide()
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muzzle_damage.set("disabled", true)
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func shield_set(_value: int):
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return
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func _on_weapon_cooldown_timeout() -> void:
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#print("You can shoot again!")
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#can_shoot = true
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return
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func shoot():
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var projectiles: int = 3
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const PROJECTILE_SPACING: float = 10
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const MUZZLE_HEIGHT: int = -23
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for b in projectiles:
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# Instantiate the bullets
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var bullet = weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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bullet.position = position + Vector2((b - (projectiles - 1) / 2.0) * PROJECTILE_SPACING, MUZZLE_HEIGHT)
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# Get weapon speed and spacing for equidistant calculations
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weapon_rate = bullet.shot_data.rate
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weapon_spacing = bullet.shot_data.projectile_spacing
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bullet_speed = bullet.shot_data.speed
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# Print which weapon is firing
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prints(bullet.shot_data.shot_name, "weapon fired")
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