diff --git a/Deprecated/stock_weapon.gd b/Deprecated/stock_weapon.gd index 6f3c4dd..71537c4 100644 --- a/Deprecated/stock_weapon.gd +++ b/Deprecated/stock_weapon.gd @@ -1,8 +1,8 @@ extends Area2D -@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn") +@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn") -@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") +@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres") func _process(delta): diff --git a/graphics/shot_stock_og.png b/graphics/shot_stock_og.png deleted file mode 100644 index b0c0fe0..0000000 Binary files a/graphics/shot_stock_og.png and /dev/null differ diff --git a/graphics/shot_stock_og.png.import b/graphics/shot_stock_og.png.import deleted file mode 100644 index c68ff83..0000000 --- a/graphics/shot_stock_og.png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://bnpm8b62n1pr5" -path="res://.godot/imported/shot_stock_og.png-e70cc9e209565fa384f07caef693b433.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://graphics/shot_stock_og.png" -dest_files=["res://.godot/imported/shot_stock_og.png-e70cc9e209565fa384f07caef693b433.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 diff --git a/graphics/spread.png b/graphics/spread.png deleted file mode 100644 index a45b2ec..0000000 Binary files a/graphics/spread.png and /dev/null differ diff --git a/graphics/spread.png.import b/graphics/spread.png.import deleted file mode 100644 index 24193a1..0000000 --- a/graphics/spread.png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://dwc5fjwhqikoo" -path="res://.godot/imported/spread.png-77a3efff77439dd55f282fc699502b2f.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://graphics/spread.png" -dest_files=["res://.godot/imported/spread.png-77a3efff77439dd55f282fc699502b2f.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 diff --git a/graphics/stock.png b/graphics/stock.png deleted file mode 100644 index 2ffd2ef..0000000 Binary files a/graphics/stock.png and /dev/null differ diff --git a/graphics/stock.png.import b/graphics/stock.png.import deleted file mode 100644 index 0f7e7f0..0000000 --- a/graphics/stock.png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://dtggedl0127vk" -path="res://.godot/imported/stock.png-0cb798b4967b33f195d444f0ce113e61.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://graphics/stock.png" -dest_files=["res://.godot/imported/stock.png-0cb798b4967b33f195d444f0ce113e61.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 diff --git a/graphics/tri.png b/graphics/tri.png deleted file mode 100644 index 13ac525..0000000 Binary files a/graphics/tri.png and /dev/null differ diff --git a/graphics/tri.png.import b/graphics/tri.png.import deleted file mode 100644 index 75a75d6..0000000 --- a/graphics/tri.png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://cne450xyao5xl" -path="res://.godot/imported/tri.png-6a3868cfc07d960f5a88b231524dc08e.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://graphics/tri.png" -dest_files=["res://.godot/imported/tri.png-6a3868cfc07d960f5a88b231524dc08e.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 diff --git a/graphics/vanguard.png b/graphics/vanguard.png deleted file mode 100644 index 144954e..0000000 Binary files a/graphics/vanguard.png and /dev/null differ diff --git a/graphics/vanguard.png.import b/graphics/vanguard.png.import deleted file mode 100644 index ec417bb..0000000 --- a/graphics/vanguard.png.import +++ /dev/null @@ -1,40 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://b34vaaw3u84ae" -path="res://.godot/imported/vanguard.png-294c61db0141993beb875af311f8a1e3.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://graphics/vanguard.png" -dest_files=["res://.godot/imported/vanguard.png-294c61db0141993beb875af311f8a1e3.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 diff --git a/project.godot b/project.godot index 9c7cec1..43ed708 100644 --- a/project.godot +++ b/project.godot @@ -12,19 +12,14 @@ config_version=5 config/name="Facsimile Wing" run/main_scene="uid://bj4fytc3sy482" -config/features=PackedStringArray("4.7", "Forward Plus") -run/max_fps=60 +config/features=PackedStringArray("4.6", "Forward Plus") config/icon="res://icon.svg" -[autoload] - -EventBus="*uid://bv56i5pud2p3x" - [display] -window/size/viewport_width=208 +window/size/viewport_width=216 window/size/viewport_height=384 -window/size/window_width_override=1248 +window/size/window_width_override=1296 window/size/window_height_override=2304 window/subwindows/embed_subwindows=false window/stretch/mode="viewport" @@ -57,11 +52,6 @@ shoot={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null) ] } -cycle={ -"deadzone": 0.2, -"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) -] -} [physics] diff --git a/resources/effects/flash_weapon_change.tres b/resources/effects/flash_weapon_change.tres deleted file mode 100644 index d8bd944..0000000 --- a/resources/effects/flash_weapon_change.tres +++ /dev/null @@ -1,8 +0,0 @@ -[gd_resource type="Resource" script_class="FlashEffect" format=3 uid="uid://c86rdr6gtto66"] - -[ext_resource type="Shader" uid="uid://dp4svqyxg1dum" path="res://shaders/flash.gdshader" id="1_37i75"] -[ext_resource type="Script" uid="uid://deak7vcr7ss5l" path="res://scripts/effects/flash_effect.gd" id="2_y51sa"] - -[resource] -script = ExtResource("2_y51sa") -metadata/_custom_type_script = "uid://deak7vcr7ss5l" diff --git a/resources/effects/invincibility_blink.tres b/resources/effects/invincibility_blink.tres deleted file mode 100644 index 40fac80..0000000 --- a/resources/effects/invincibility_blink.tres +++ /dev/null @@ -1,13 +0,0 @@ -[gd_resource type="Resource" script_class="BlinkerEffect" format=3 uid="uid://bld2k7san214b"] - -[ext_resource type="Script" uid="uid://cj4grtaun2h5a" path="res://scripts/effects/blinker_effect.gd" id="1_blink"] - -[resource] -script = ExtResource("1_blink") -blink_frequency = 12.0 -blink_length = 0.2 -min_alpha = 0.1 -start_ease = 0.1 -start_ease_mode = 0 -end_ease_mode = 0 -duration = 0.75 diff --git a/resources/player_weapon_resources/patterns/fwd.tres b/resources/player_weapon_resources/patterns/fwd.tres deleted file mode 100644 index bba67ae..0000000 --- a/resources/player_weapon_resources/patterns/fwd.tres +++ /dev/null @@ -1,10 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponProjectileGroup" format=3 uid="uid://tdmd8jq8cm4y"] - -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="1_mhej7"] - -[resource] -script = ExtResource("1_mhej7") -pattern_name = "fwd" -bullet_count = 5 -group_delay = 5.0 -stagger_offset = 2.0 diff --git a/resources/player_weapon_resources/patterns/phallanx.tres b/resources/player_weapon_resources/patterns/phallanx.tres deleted file mode 100644 index a3937f2..0000000 --- a/resources/player_weapon_resources/patterns/phallanx.tres +++ /dev/null @@ -1,12 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponProjectileGroup" format=3 uid="uid://ch8qch6lx1mdx"] - -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="1_m23g4"] - -[resource] -script = ExtResource("1_m23g4") -spread_angle = 3.0 -angle_offset = 8.0 -horizontal_offset = 20.0 -group_delay = 0.25 -stagger_offset = 0.5 -mirror = true diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres deleted file mode 100644 index bb4794c..0000000 --- a/resources/player_weapon_resources/spread.tres +++ /dev/null @@ -1,18 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://ds53sryglmf27"] - -[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_pn64g"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_4b7mw"] -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_ak5x4"] - -[resource] -script = ExtResource("2_4b7mw") -shot_name = "spread" -bullet_scene = ExtResource("1_pn64g") -damage = 5 -speed = 720 -projectiles = 5 -horizontal_offset = 8.25 -spread_angle = 25.0 -stagger_offset = 0.5 -stagger_animation = true -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres deleted file mode 100644 index 79f8f83..0000000 --- a/resources/player_weapon_resources/stock.tres +++ /dev/null @@ -1,15 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] - -[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_lcw6o"] -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_e245k"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_ym48c"] - -[resource] -script = ExtResource("2_ym48c") -shot_name = "stock" -bullet_scene = ExtResource("1_lcw6o") -damage = 2 -speed = 650 -horizontal_offset = 12.0 -stagger_offset = 0.0 -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres deleted file mode 100644 index c16b614..0000000 --- a/resources/player_weapon_resources/tri.tres +++ /dev/null @@ -1,17 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://cck3gmnhu5agc"] - -[ext_resource type="PackedScene" uid="uid://clpyd8qfwthk2" path="res://scenes/player_weapons/weapon_spreadshot.tscn" id="1_07hyh"] -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_bhv8k"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_syw6j"] - -[resource] -script = ExtResource("2_syw6j") -shot_name = "tri" -bullet_scene = ExtResource("1_07hyh") -damage = 3 -speed = 700 -projectiles = 3 -horizontal_offset = 12.5 -stagger_offset = 0.35 -stagger_animation = true -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres deleted file mode 100644 index 1e62887..0000000 --- a/resources/player_weapon_resources/vanguard+.tres +++ /dev/null @@ -1,21 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://c41aoyka7nfr8"] - -[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_lqlv8"] -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_qeb4b"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="3_fh2eq"] -[ext_resource type="Resource" uid="uid://ch8qch6lx1mdx" path="res://resources/player_weapon_resources/patterns/phallanx.tres" id="3_qeb4b"] - -[resource] -script = ExtResource("3_fh2eq") -shot_name = "vanguard+" -bullet_scene = ExtResource("1_lqlv8") -damage = 5 -speed = 500 -projectiles = 5 -horizontal_offset = 8.25 -stagger_offset = 0.5 -compensate_spawn_geometry = true -stagger_animation = true -follow_angle = true -groups = Array[ExtResource("2_qeb4b")]([ExtResource("3_qeb4b")]) -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/vanguard.tres b/resources/player_weapon_resources/vanguard.tres deleted file mode 100644 index 006c9a5..0000000 --- a/resources/player_weapon_resources/vanguard.tres +++ /dev/null @@ -1,17 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://bhc6aja38vyr"] - -[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_hm46f"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_w7xlm"] -[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_xf183"] - -[resource] -script = ExtResource("2_w7xlm") -shot_name = "vanguard" -bullet_scene = ExtResource("1_hm46f") -damage = 5 -speed = 500 -projectiles = 5 -horizontal_offset = 8.25 -stagger_offset = 0.5 -stagger_animation = true -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapons/weapon_shot.gd b/resources/player_weapons/weapon_shot.gd new file mode 100644 index 0000000..63adff0 --- /dev/null +++ b/resources/player_weapons/weapon_shot.gd @@ -0,0 +1,17 @@ +class_name WeaponShot +extends Resource + +@export_category("Info") +@export var shot_name: String +@export var bullet_scene: PackedScene = null + +@export_category("Shot Data") +@export var damage: int = 1 +@export var speed: int = 135 +@export var projectiles: int = 2 +@export var spacing: float = 35 +@export var origin: int = -23 + +@export_category("Stagger") +@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles +@export var stagger_offset: float = 5 # Time delay per projectile index diff --git a/scripts/weapon_shot.gd.uid b/resources/player_weapons/weapon_shot.gd.uid similarity index 100% rename from scripts/weapon_shot.gd.uid rename to resources/player_weapons/weapon_shot.gd.uid diff --git a/resources/player_weapons/weapon_shot_stock.tres b/resources/player_weapons/weapon_shot_stock.tres new file mode 100644 index 0000000..e4cf1ca --- /dev/null +++ b/resources/player_weapons/weapon_shot_stock.tres @@ -0,0 +1,16 @@ +[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] + +[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/weapon_stock.tscn" id="1_by0nb"] +[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapons/weapon_shot.gd" id="2_by0nb"] + +[resource] +script = ExtResource("2_by0nb") +shot_name = "Stock Shot" +bullet_scene = ExtResource("1_by0nb") +speed = 500 +projectiles = 3 +spacing = 25.0 +origin = -12 +horizontal_offset = 8.0 +stagger_offset = 0.35 +metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/EffectComponent.tscn b/scenes/EffectComponent.tscn deleted file mode 100644 index e00466e..0000000 --- a/scenes/EffectComponent.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[gd_scene format=3 uid="uid://bq3xhbfgkt22l"] - -[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"] - -[node name="EffectsComponent" type="Node" unique_id=1393438576] -script = ExtResource("1_ee0kt") diff --git a/scenes/notification_display.tscn b/scenes/notification_display.tscn deleted file mode 100644 index 4180e5e..0000000 --- a/scenes/notification_display.tscn +++ /dev/null @@ -1,40 +0,0 @@ -[gd_scene format=3 uid="uid://c3scm07fgpkcp"] - -[ext_resource type="Script" uid="uid://3a0cypjsx5cq" path="res://scripts/notification_display.gd" id="1"] -[ext_resource type="Texture2D" uid="uid://dtggedl0127vk" path="res://graphics/stock.png" id="2_nqp5d"] - -[node name="NotificationDisplay" type="Control" unique_id=1 node_paths=PackedStringArray("icon", "label")] -layout_mode = 3 -anchors_preset = 0 -script = ExtResource("1") -icon = NodePath("HBoxContainer/Icon") -label = NodePath("HBoxContainer/Label") - -[node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504] -layout_mode = 1 -theme_override_constants/separator = 4 - -[node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3] -custom_minimum_size = Vector2(16, 16) -custom_maximum_size = Vector2(16, 16) -propagate_maximum_size = true -layout_mode = 2 -size_flags_horizontal = 0 -texture = ExtResource("2_nqp5d") -stretch_mode = 1 - -[node name="Label" type="Label" parent="HBoxContainer" unique_id=4] -layout_mode = 2 -size_flags_horizontal = 0 -text = "Weapon name" -vertical_alignment = 1 -uppercase = true - -[node name="Background" type="ColorRect" parent="." unique_id=2] -z_index = -1 -layout_mode = 0 -anchor_right = 1.0 -anchor_bottom = 1.0 -grow_horizontal = 2 -grow_vertical = 2 -color = Color(0.4117647, 0.4117647, 0.41568628, 1) diff --git a/scenes/player.gd b/scenes/player.gd index ace3c7a..6439eb4 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -19,12 +19,8 @@ var previous_position: Vector2 var ship_displacement: float var travel: float = 0 -# Effects Testing -var flash_effect = preload("res://resources/effects/flash_weapon_change.tres") -var blink_effect = preload("res://resources/effects/invincibility_blink.tres") - func _ready() -> void: - + ## Set initial start position position = Vector2(screensize.x / 2, screensize.y - 45) @@ -41,17 +37,12 @@ func _process(delta) -> void: if is_shooting == true: shoot_component.shoot() $%MuzzleFlash.show() - + if is_shooting == false: $%MuzzleFlash.hide() - - + + # Read Movement Component movement_component.input = input_component.move_dir movement_component.tick(delta) - - # Cycle weapon (testing key) - if input_component.cycle_weapon: - weapon_component.cycle_weapon() - $EffectsComponent.apply_effect(flash_effect) diff --git a/scenes/player.tscn b/scenes/player.tscn index c240cfb..4b33f53 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -6,16 +6,8 @@ [ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"] [ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"] [ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"] -[ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"] +[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="Resource" uid="uid://b75ae840k03dy" path="res://resources/player_weapon_resources/stock.tres" id="8_stock"] -[ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"] -[ext_resource type="Script" uid="uid://znfh8unmdxkvv" path="res://scripts/weapon_fire_helper.gd" id="15_firehelper"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"] -[ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] -[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="12_effcomp"] -[ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="13_f1ej7"] -[ext_resource type="Resource" uid="uid://c41aoyka7nfr8" path="res://resources/player_weapon_resources/vanguard+.tres" id="14_oprun"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -42,7 +34,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_fjrip") }], -"loop": 1, +"loop": true, "name": &"banked", "speed": 15.0 }, { @@ -53,7 +45,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_ur7pv") }], -"loop": 1, +"loop": true, "name": &"fwd", "speed": 15.0 }] @@ -82,7 +74,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_d2wvv") }], -"loop": 1, +"loop": true, "name": &"stock", "speed": 15.0 }] @@ -96,10 +88,11 @@ size = Vector2(24, 30) [sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"] size = Vector2(6, 5.75) -[sub_resource type="Resource" id="Resource_jej6c"] - [node name="Player" type="Area2D" unique_id=652131079] script = ExtResource("1_ur7pv") +can_shoot = null +is_shooting = null +muzzle_flash = null [node name="Ship" type="Sprite2D" parent="." unique_id=1155866924] unique_name_in_owner = true @@ -152,26 +145,14 @@ player = NodePath("..") speed = 200.0 metadata/_custom_type_script = "uid://c0rikbakpcags" -[node name="WeaponFireHelper" type="Node" parent="." unique_id=623642426] -unique_name_in_owner = true -script = ExtResource("15_firehelper") - [node name="ShootComponent" type="Node" parent="." unique_id=623642425] unique_name_in_owner = true script = ExtResource("6_y4r1p") +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_data = ExtResource("8_stock") -available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7"), ExtResource("14_oprun")]) -weapon_change_flash = SubResource("Resource_jej6c") metadata/_custom_type_script = "uid://ylmao2ndp22y" -[node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")] -unique_name_in_owner = true -script = ExtResource("12_effcomp") -target_node = NodePath("../Ship") -metadata/_custom_type_script = "uid://65d3hbrpm21x" - [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] diff --git a/scenes/player_weapons/weapon_spreadshot.tscn b/scenes/player_weapons/weapon_spreadshot.tscn deleted file mode 100644 index 2158693..0000000 --- a/scenes/player_weapons/weapon_spreadshot.tscn +++ /dev/null @@ -1,53 +0,0 @@ -[gd_scene format=3 uid="uid://clpyd8qfwthk2"] - -[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_nx6aw"] -[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_s6ult"] - -[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"] -atlas = ExtResource("2_s6ult") -region = Rect2(0, 0, 7, 11) - -[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"] -atlas = ExtResource("2_s6ult") -region = Rect2(7, 0, 7, 11) - -[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"] -atlas = ExtResource("2_s6ult") -region = Rect2(14, 0, 7, 11) - -[sub_resource type="SpriteFrames" id="SpriteFrames_fdubj"] -animations = [{ -"frames": [{ -"duration": 1.0, -"texture": SubResource("AtlasTexture_5bykt") -}, { -"duration": 1.0, -"texture": SubResource("AtlasTexture_vsqoq") -}, { -"duration": 1.0, -"texture": SubResource("AtlasTexture_yqx5m") -}], -"loop": 1, -"name": &"default", -"speed": 24.0 -}] - -[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] -size = Vector2(6.666667, 14) - -[node name="StockWeapon" type="Area2D" unique_id=1832200900] -script = ExtResource("1_nx6aw") - -[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1831184252] -scale = Vector2(1.5, 1.5) -sprite_frames = SubResource("SpriteFrames_fdubj") -autoplay = "default" -frame_progress = 0.35886022 - -[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059] -shape = SubResource("RectangleShape2D_mvdrj") - -[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716] -rect = Rect2(-3, -7, 6, 14) - -[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"] diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd deleted file mode 100644 index 95077ca..0000000 --- a/scenes/player_weapons/weapon_stock.gd +++ /dev/null @@ -1,69 +0,0 @@ -extends Area2D - -# Data to be set externally when this bullet is instantiated -var bullet_scene: PackedScene = null -var shot_data: WeaponShot = null - -# Time offset when this bullet was fired (relative to other bullets in the same shot) -var time_offset: float = 0.5 - -# When this bullet should fire (absolute time) -var fire_time: float = 0.0 - -# Angle offset for spread shots (in degrees) -var angle: float = 0.0 - -# Track if this bullet is currently active in the shot -var is_active: bool = false - -func _process(delta): - var current_time = Time.get_ticks_msec() / 1000.0 - - # Fire if it's time and bullet isn't already active - if !is_active and current_time >= fire_time: - activate() - - # Move the bullet every frame; stagger controls visibility, not movement - var velocity = Vector2.UP.rotated(deg_to_rad(angle)) * shot_data.speed - position += velocity * delta - - # Rotate sprite to face travel direction when conditions are met - if shot_data.follow_angle and shot_data.projectiles > 2 and shot_data.spread_angle > 0: - $AnimatedSprite2D.rotation = deg_to_rad(angle) - -func activate(): - is_active = true - visible = true - - # # Emit signal for hit detection - # emit_signal("activate") - -func _on_visible_on_screen_notifier_2d_screen_exited(): - queue_free() - - # Set fire_time for the next shot (staggered firing) - var current_time = Time.get_ticks_msec() / 1000.0 - fire_time = current_time + shot_data.stagger_offset - -# Function to set the bullet data (called from parent scene) -func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot): - bullet_scene = bullet_scene_param - shot_data = shot_data_param - -# Function to offset animation playback for staggered visual effect -func set_animation_offset(offset: float) -> void: - var sprite = $AnimatedSprite2D - if sprite: - var frames = sprite.sprite_frames - if frames: - var animation = sprite.animation - var frame_count = frames.get_frame_count(animation) - if frame_count > 0: - # Calculate average frame duration from actual frame timings - var total_duration = 0.0 - for i in range(frame_count): - total_duration += frames.get_frame_duration(animation, i) - var avg_frame_duration = total_duration / frame_count - # Convert time offset to frame offset, wrap within animation length - var frame_offset = fposmod(offset / avg_frame_duration, float(frame_count)) - sprite.frame = int(frame_offset) diff --git a/scenes/weapon_stock.gd b/scenes/weapon_stock.gd new file mode 100644 index 0000000..d0e1cd6 --- /dev/null +++ b/scenes/weapon_stock.gd @@ -0,0 +1,40 @@ +extends Area2D + + +@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn") +@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres") + + + +# Time offset when this bullet was fired (relative to other bullets in the same shot) +var time_offset: float = 0.5 + +# When this bullet should fire (absolute time) +var fire_time: float = 0.0 + +# Track if this bullet is currently active in the shot +var is_active: bool = false + +func _process(delta): + var current_time = Time.get_ticks_msec() / 1000.0 + + # Fire if it's time and bullet isn't already active + if !is_active and current_time >= fire_time: + activate() + + # Move the bullet + position.y -= shot_data.speed * delta + +func activate(): + is_active = true + visible = true + + # Emit signal for hit detection + emit_signal("activate") + +func _on_visible_on_screen_notifier_2d_screen_exited(): + queue_free() + + # Set fire_time for the next shot (staggered firing) + var current_time = Time.get_ticks_msec() / 1000.0 + fire_time = current_time + shot_data.stagger_offset diff --git a/scenes/player_weapons/weapon_stock.gd.uid b/scenes/weapon_stock.gd.uid similarity index 100% rename from scenes/player_weapons/weapon_stock.gd.uid rename to scenes/weapon_stock.gd.uid diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/weapon_stock.tscn similarity index 88% rename from scenes/player_weapons/weapon_stock.tscn rename to scenes/weapon_stock.tscn index 4478174..e4e7dd6 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/weapon_stock.tscn @@ -1,7 +1,7 @@ [gd_scene format=3 uid="uid://ddpclu2vdy2ve"] -[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_u1d5o"] -[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"] +[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/weapon_stock.gd" id="1_u1d5o"] +[ext_resource type="Texture2D" uid="uid://dolmy8bnc8kkt" path="res://graphics/shot_stock.png" id="2_u1d5o"] [sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"] atlas = ExtResource("2_u1d5o") @@ -27,13 +27,13 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_yqx5m") }], -"loop": 1, +"loop": true, "name": &"default", "speed": 24.0 }] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] -size = Vector2(10, 16) +size = Vector2(6.666667, 14) [node name="StockWeapon" type="Area2D" unique_id=1832200900] script = ExtResource("1_u1d5o") diff --git a/scenes/world.tscn b/scenes/world.tscn index 515828a..50bf2a4 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -1,34 +1,20 @@ [gd_scene format=3 uid="uid://bj4fytc3sy482"] [ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"] -[ext_resource type="Script" uid="uid://boce4kgerpff2" path="res://scripts/notification_manager.gd" id="2_k0juu"] [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] -[ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"] [ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"] -[ext_resource type="Script" uid="uid://eblemtukrey6" path="res://scripts/utility/fps_display.gd" id="4_qfnet"] [node name="World" type="Node2D" unique_id=1317852169] -[node name="UI" parent="." unique_id=480295610 instance=ExtResource("1_nnsk1")] - -[node name="NotificationManager" type="Node" parent="UI" unique_id=1222543367] -script = ExtResource("2_k0juu") -notification_scene = ExtResource("3_71j4m") - -[node name="FPS" type="Label" parent="UI" unique_id=1606313100] -layout_mode = 0 -offset_right = 40.0 -offset_bottom = 23.0 -theme_override_font_sizes/font_size = 8 -script = ExtResource("4_qfnet") - [node name="Level" type="Node2D" parent="." unique_id=934289771] +[node name="UI" parent="Level" unique_id=480295610 instance=ExtResource("1_nnsk1")] + [node name="Background" type="Node2D" parent="Level" unique_id=485120278] z_index = -1 [node name="BaseBackground" type="ColorRect" parent="Level/Background" unique_id=1360709800] -offset_right = 208.0 +offset_right = 217.0 offset_bottom = 410.0 color = Color(0.2899925, 0.5692833, 0.9110645, 1) @@ -46,7 +32,7 @@ hframes = 4 frame = 1 [node name="CloudRight" type="Sprite2D" parent="Level/Background/Back" unique_id=1729409543] -position = Vector2(168, 32) +position = Vector2(177, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 @@ -66,7 +52,7 @@ hframes = 4 frame = 2 [node name="CloudRight" type="Sprite2D" parent="Level/Background/Mid" unique_id=702118355] -position = Vector2(168, 32) +position = Vector2(177, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 @@ -85,7 +71,7 @@ hframes = 4 frame = 3 [node name="CloudRight" type="Sprite2D" parent="Level/Background/Fore" unique_id=1798342457] -position = Vector2(176, 32) +position = Vector2(185, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 diff --git a/scripts/effects/base_effect.gd b/scripts/effects/base_effect.gd deleted file mode 100644 index 60aaad1..0000000 --- a/scripts/effects/base_effect.gd +++ /dev/null @@ -1,22 +0,0 @@ -class_name BaseEffect -extends Resource - -@export var duration: float = 0.5 - -var _elapsed: float = 0.0 - -# Called when the effect is applied -func start(target: Node) -> void: - _elapsed = 0.0 - -# Called every frame (if needed) -func process(delta: float, target: Node) -> void: - _elapsed += delta - -# Clean up any changes to the target -func stop(target: Node) -> void: - pass - -# Returns true when the effect has run its course -func is_finished() -> bool: - return _elapsed >= duration diff --git a/scripts/effects/base_effect.gd.uid b/scripts/effects/base_effect.gd.uid deleted file mode 100644 index 221b0c2..0000000 --- a/scripts/effects/base_effect.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cs7xpxd1vpl56 diff --git a/scripts/effects/blinker_effect.gd b/scripts/effects/blinker_effect.gd deleted file mode 100644 index 9684619..0000000 --- a/scripts/effects/blinker_effect.gd +++ /dev/null @@ -1,90 +0,0 @@ -class_name BlinkerEffect -extends BaseEffect - -## How many blink cycles per second. -@export_range(0.0, 60.0) var blink_frequency: float = 8.0 - -## Fraction of each cycle the sprite is visible (0.0–1.0). -@export_range(0.0, 1.0) var blink_length: float = 0.5 - -## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible). -@export_range(0.0, 1.0) var min_alpha: float = 0.0 - -## Maximum alpha when "on" (0.0–1.0). -@export_range(0.0, 1.0) var max_alpha: float = 1.0 - -## Duration of the fade-in at the start of the effect (seconds). -@export_range(0.0, 5.0) var start_ease: float = 0.0 - -## Easing curve for the fade-in. -@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1 - -## Duration of the fade-out at the end of the effect (seconds). -@export_range(0.0, 5.0) var end_ease: float = 0.0 - -## Easing curve for the fade-out. -@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1 - -var _original_modulate: Color - - -func start(target: Node) -> void: - super.start(target) - if target is CanvasItem: - _original_modulate = target.modulate - - -func process(delta: float, target: Node) -> void: - super.process(delta, target) - if target is CanvasItem: - var alpha: float = _compute_alpha(_elapsed) - target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha) - - -func stop(target: Node) -> void: - if target is CanvasItem: - target.modulate = _original_modulate - - -## Compute the combined eased alpha for a given elapsed time. -func _compute_alpha(elapsed: float) -> float: - if duration <= 0.0: - return 1.0 - - var t: float = min(elapsed, duration) - - # Blink pulse: on/off cycling at the given frequency and duty cycle - var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0 - var phase := fmod(t, period) / period - - var pulse: float = min_alpha - if phase < blink_length: - var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0 - if pulse_progress < 0.5: - pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2) - else: - pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3) - - # Start ease: fade from fully visible into the blink pattern - if t < start_ease and start_ease > 0.0: - var fade_in = _ease_value(t / start_ease, start_ease_mode) - return lerp(max_alpha, pulse, fade_in) - - # End ease: fade from blink pattern back to fully visible - if t > duration - end_ease and end_ease > 0.0: - var fade_progress = (t - (duration - end_ease)) / end_ease - var fade_out = _ease_value(fade_progress, end_ease_mode) - return lerp(pulse, max_alpha, fade_out) - - return pulse - - -## Apply easing to a 0.0–1.0 normalized value based on the selected mode. -func _ease_value(value: float, mode: int) -> float: - match mode: - 0: return value # Linear - 1: return smoothstep(0.0, 1.0, value) # Smooth - 2: return ease(value, -2.0) # Ease-In (accelerating) - 3: return ease(value, 2.0) # Ease-Out (decelerating) - 4: return ease(value, 3.0) # Ease-In-Out (S-curve) - return value diff --git a/scripts/effects/blinker_effect.gd.uid b/scripts/effects/blinker_effect.gd.uid deleted file mode 100644 index c87f585..0000000 --- a/scripts/effects/blinker_effect.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cj4grtaun2h5a diff --git a/scripts/effects/flash_effect.gd b/scripts/effects/flash_effect.gd deleted file mode 100644 index d681dd7..0000000 --- a/scripts/effects/flash_effect.gd +++ /dev/null @@ -1,105 +0,0 @@ -class_name FlashEffect -extends BaseEffect - -## Shader applied to the target sprite during the flash. -@export var flash_shader: Shader = preload("res://shaders/flash.gdshader") - -## Color of the flash overlay. -@export var flash_color: Color = Color.WHITE - -## How many flash cycles per second. -@export_range(0.0, 60.0) var flash_frequency: float = 10.0 - -## Fraction of each cycle the flash is visible (0.0–1.0, i.e. duty cycle). -@export_range(0.0, 1.0) var flash_length: float = 0.5 - -## How the flash blends with the original sprite. -@export_enum("Mix", "Additive", "Screen") var blend_mode: int = 0 - -## Additional brightness added to the flash color (0.0 = none, 1.0 = double). -@export_range(0.0, 1.0) var brightness_boost: float = 0.0 - -## Duration of the fade-in at the start of the effect (seconds). -@export_range(0.0, 5.0) var start_ease: float = 0.0 - -## Easing curve for the fade-in. -@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1 - -## Duration of the fade-out at the end of the effect (seconds). -@export_range(0.0, 5.0) var end_ease: float = 0.0 - -## Easing curve for the fade-out. -@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1 - -var _original_material: Material - - -func start(target: Node) -> void: - super.start(target) - if target is CanvasItem: - _original_material = target.material - var flash_material := ShaderMaterial.new() - flash_material.shader = flash_shader - flash_material.set_shader_parameter("flash_color", flash_color) - flash_material.set_shader_parameter("flash_intensity", 0.0) - flash_material.set_shader_parameter("blend_mode", blend_mode) - flash_material.set_shader_parameter("brightness_boost", brightness_boost) - target.material = flash_material - - -func process(delta: float, target: Node) -> void: - super.process(delta, target) - if target.material is ShaderMaterial: - var intensity := _compute_intensity(_elapsed) - target.material.set_shader_parameter("flash_intensity", intensity) - - -func stop(target: Node) -> void: - if target is CanvasItem: - target.material = _original_material - - -## Compute the combined eased flash intensity for a given elapsed time. -## Returns a value 0.0–1.0 where 1.0 means full flash visibility. -func _compute_intensity(elapsed: float) -> float: - if duration <= 0.0: - return 0.0 - - # Clamp elapsed to duration to avoid overshoot on the final frame - var t: float = min(elapsed, duration) - - # Overall envelope: fade in during start_ease, hold, fade out during end_ease - var envelope: float = 1.0 - if t < start_ease and start_ease > 0.0: - envelope = _ease_value(t / start_ease, start_ease_mode) - elif t > duration - end_ease and end_ease > 0.0: - var fade_progress = (t - (duration - end_ease)) / end_ease - envelope = 1.0 - _ease_value(fade_progress, end_ease_mode) - - # Flash pattern: on/off cycling at the given frequency and duty cycle - # Each flash pulse also eases in and out for a smoother look - var period := 1.0 / flash_frequency if flash_frequency > 0.0 else 1.0 - var phase := fmod(t, period) / period # 0.0–1.0 position within the current cycle - - var pulse: float = 0.0 - if phase < flash_length: - # Inside the "on" portion of this cycle — ease within the pulse itself - var pulse_progress = phase / flash_length if flash_length > 0.0 else 1.0 - # Ease in for the first half of the pulse (build up), ease out for the second (fade down) - if pulse_progress < 0.5: - pulse = _ease_value(pulse_progress * 2.0, 2) # Ease-In (build up) - else: - pulse = _ease_value((1.0 - pulse_progress) * 2.0, 3) # Ease-Out (fade down) - - return envelope * pulse - - -## Apply easing to a 0.0–1.0 normalized value based on the selected mode. -func _ease_value(value: float, mode: int) -> float: - match mode: - 0: return value # Linear - 1: return smoothstep(0.0, 1.0, value) # Smooth - 2: return ease(value, -2.0) # Ease-In (accelerating) - 3: return ease(value, 2.0) # Ease-Out (decelerating) - 4: return ease(value, 3.0) # Ease-In-Out (S-curve) - return value diff --git a/scripts/effects/flash_effect.gd.uid b/scripts/effects/flash_effect.gd.uid deleted file mode 100644 index 79af5c6..0000000 --- a/scripts/effects/flash_effect.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://deak7vcr7ss5l diff --git a/scripts/effects_component.gd b/scripts/effects_component.gd deleted file mode 100644 index 361641f..0000000 --- a/scripts/effects_component.gd +++ /dev/null @@ -1,34 +0,0 @@ -class_name EffectComponent -extends Node - -## The node this component applies effects to. -## If left null, defaults to the first parent CanvasItem. -@export var target_node: Node = null - -var active_effects: Array[BaseEffect] = [] - -func _ready() -> void: - if target_node == null: - # Auto-resolve to the parent if nothing is set - target_node = get_parent() - -func _process(delta: float) -> void: - if target_node == null: - return - - # Process all active effects backwards so we can safely remove finished ones - for i in range(active_effects.size() - 1, -1, -1): - var effect = active_effects[i] - effect.process(delta, target_node) - - if effect.is_finished(): - remove_effect(effect) - -func apply_effect(effect: BaseEffect) -> void: - var instance = effect.duplicate() - instance.start(target_node) - active_effects.append(instance) - -func remove_effect(effect: BaseEffect) -> void: - effect.stop(target_node) - active_effects.erase(effect) diff --git a/scripts/effects_component.gd.uid b/scripts/effects_component.gd.uid deleted file mode 100644 index 16a022f..0000000 --- a/scripts/effects_component.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://65d3hbrpm21x diff --git a/scripts/event_bus.gd b/scripts/event_bus.gd index fc12a05..c817135 100644 --- a/scripts/event_bus.gd +++ b/scripts/event_bus.gd @@ -2,6 +2,5 @@ extends Node @warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope -signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -@warning_ignore_restore("unused_signal") +@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations diff --git a/scripts/input_component.gd b/scripts/input_component.gd index f182984..ce71e8d 100644 --- a/scripts/input_component.gd +++ b/scripts/input_component.gd @@ -3,12 +3,9 @@ class_name InputComponent extends Node var move_dir: Vector2 = Vector2.ZERO var shoot_pressed: bool = false var shooting: bool = false -var cycle_weapon: bool = false + func update() -> void: move_dir = Input.get_vector("left", "right", "up", "down") shoot_pressed = Input.is_action_just_pressed("shoot") shooting = Input.is_action_pressed("shoot") - - # Development Keys - cycle_weapon = Input.is_action_just_pressed("cycle") diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 921c2d6..18ebdb2 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -17,12 +17,12 @@ func tick(delta: float): if player == null: return # Shorten variable for accessing weapon_component for clarity - var weapon_system = weapon_component.weapon_data + var weapon_system = weapon_component.data # Calculate ship to bullet displacement player.ship_displacement = player.position.y - player.previous_position.y player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement) - player.travel = clamp(player.travel, 0, 1.9 * weapon_system.projectile_vertical_spacing) + player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing) # Thruster animation in relation to player movement if input.x > 0: @@ -30,19 +30,16 @@ func tick(delta: float): %Ship.frame = 2 %Ship/Thrusters.flip_h = true %Ship/Thrusters.animation = "banked" - %Ship/Thrusters.position.x = %Ship.position.x+1 elif input.x < 0: player.position.x = player.position.x-1 %Ship.frame = 1 %Ship/Thrusters.flip_h = false %Ship/Thrusters.animation = "banked" - %Ship/Thrusters.position.x = %Ship.position.x-1 else: %Ship.frame = 0 player.position.x = player.position.x %Ship/Thrusters.flip_h = false %Ship/Thrusters.animation = "fwd" - %Ship/Thrusters.position.x = %Ship.position.x-0.3 # Get previous positon for equidistant bullet calculation player.previous_position = player.position diff --git a/scripts/notification_display.gd b/scripts/notification_display.gd deleted file mode 100644 index 4dbbc48..0000000 --- a/scripts/notification_display.gd +++ /dev/null @@ -1,170 +0,0 @@ -class_name NotificationDisplay extends Control - -@export var icon: TextureRect -@export var label: Label -@onready var _container: HBoxContainer = $HBoxContainer - -var _player: Node2D = null -var _sprite_size: Vector2 = Vector2.ZERO -var _origin_offset: float = 0.0 -var _follow_player: bool = false - -var _connector_line: Line2D = null -var _connector_visible: bool = false - - -func _ready() -> void: - # Start fully transparent so the initial (0,0) position is invisible. - # This runs during add_child() before any rendering occurs. - modulate.a = 0.0 - - # 4px horizontal padding inside the background box - _container.add_theme_constant_override("margin_left", 4) - _container.add_theme_constant_override("margin_right", 4) - - -func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: - modulate.a = 0.0 - - label.add_theme_font_size_override("font_size", 8) - label.text = weapon_name - - # Auto-load icon from graphics folder matching the weapon name - var icon_path = "res://graphics/" + weapon_name.to_lower() + ".png" - if ResourceLoader.exists(icon_path): - icon.texture = load(icon_path) - else: - icon.texture = null - - _player = player_node - _player.tree_exiting.connect(queue_free) - _sprite_size = player_sprite_size - _origin_offset = origin_offset - _follow_player = false # Disable movement for testing - - # Wait one frame for layout to resolve shrink-to-fit widths - await get_tree().process_frame - - # Use container's natural width, but fix height at 16px - size = Vector2(_container.size.x, 16.0) - - # Calculate target position - _update_position() - var target_pos = position - - # Start 10px above destination (already transparent from line 17) - position.y = target_pos.y - 10.0 - - # Create connector line immediately so it fades in with the notification - _connector_line = Line2D.new() - _connector_line.default_color = Color(1.0, 1.0, 1.0, 0.0) - _connector_line.width = 1.0 - add_child(_connector_line) - _connector_visible = true - - # Pause following during fade-in so the tween isn't overridden by _process - _follow_player = false - - # Fade in notification and connector together, slide into position with overshoot - var tween = create_tween().set_parallel() - tween.tween_property(self, "modulate:a", 1.0, 0.3) - tween.tween_property(_connector_line, "default_color:a", 1.0, 0.3) - var move_tween = tween.tween_property(self, "position:y", target_pos.y, 0.3) - move_tween.set_trans(Tween.TRANS_ELASTIC).set_ease(Tween.EASE_OUT) - - # Wait for fade-in to finish, then resume following - await tween.finished - _follow_player = true - - # Stay fully visible for a moment before fading - await get_tree().create_timer(0.5).timeout - - # Record current position as the fade-out starting point - await get_tree().process_frame - var fade_start_y = position.y - - # Fade out and drift downward with steady acceleration - _follow_player = false - var fade_out = create_tween().set_parallel() - fade_out.tween_property(self, "modulate:a", 0.0, .35) - var drift = fade_out.tween_property(self, "position:y", fade_start_y + 7, .3) - drift.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN) - await fade_out.finished - queue_free() - - -func _process(_delta: float) -> void: - if _follow_player and _player: - _update_position() - if _connector_visible and _player: - _update_connector() - - -func _update_position() -> void: - if _player == null: - return - - var player_pos = _player.position - - # Y position uses the weapon origin offset from player center - var notif_y = player_pos.y + _origin_offset - (size.y / 2.0) - - # X position is 10px to the right of player's sprite edge - var right_edge = player_pos.x + (_sprite_size.x / 2.0) - var notif_x = right_edge + 10.0 - - var is_flipped = false - - # Clamp to screen bounds — flip to left if it would go off-screen right - var viewport_size = get_viewport_rect().size - if notif_x + size.x > viewport_size.x: - is_flipped = true - var left_edge = player_pos.x - (_sprite_size.x / 2.0) - notif_x = left_edge - 10.0 - size.x - - # Swap icon/label order so the icon is always closest to the player - if is_flipped: - _container.move_child(label, 0) - _container.move_child(icon, 1) - else: - _container.move_child(icon, 0) - _container.move_child(label, 1) - - # Final clamp: ensure the entire notification is within screen bounds - notif_x = clamp(notif_x, 0, viewport_size.x - size.x) - notif_y = clamp(notif_y, 0, viewport_size.y - size.y) - - position = Vector2(notif_x, notif_y) - - -func _update_connector() -> void: - if _connector_line == null or _player == null: - return - - # Icon position in the notification's local space - var icon_pos = _container.position + icon.position - var icon_mid_y = icon_pos.y + icon.size.y / 2.0 - - # Point 0: edge of the container closest to the icon, at icon's vertical midpoint - var point0: Vector2 - var direction: float - - if _container.get_child(0) == icon: - # Icon on the left (not flipped) — container's left edge, line goes left toward player - point0 = Vector2(_container.position.x, icon_mid_y) - direction = -1.0 - else: - # Icon on the right (flipped) — container's right edge, line goes right toward player - point0 = Vector2(_container.position.x + _container.size.x, icon_mid_y) - direction = 1.0 - - # Point 1: 8px straight from point 0 toward the player - const SEGMENT_ORIGIN: float = 8.0 # length of initial segment from origin - var point1 = Vector2(point0.x + SEGMENT_ORIGIN * direction, icon_mid_y) - - # Point 2: player's origin + ENDPOINT_OFFSET, converted to notification's local space - const ENDPOINT_OFFSET = Vector2(4, 7) # offset from player's origin to connector endpoint - var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset + ENDPOINT_OFFSET.y) - var point2 = target - position - - _connector_line.points = PackedVector2Array([point0, point1, point2]) diff --git a/scripts/notification_display.gd.uid b/scripts/notification_display.gd.uid deleted file mode 100644 index 3dfcfa6..0000000 --- a/scripts/notification_display.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://3a0cypjsx5cq diff --git a/scripts/notification_manager.gd b/scripts/notification_manager.gd deleted file mode 100644 index eb8028e..0000000 --- a/scripts/notification_manager.gd +++ /dev/null @@ -1,23 +0,0 @@ -class_name NotificationManager extends Node - -@export var notification_scene: PackedScene - -var _active_notification: NotificationDisplay = null - -func _ready() -> void: - EventBus.weapon_changed.connect(_on_weapon_changed) - - -func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: - if notification_scene == null: - return - - # Free any existing notification so the new one can fade in cleanly - if _active_notification: - _active_notification.queue_free() - _active_notification = null - - var notification = notification_scene.instantiate() - add_child(notification) - _active_notification = notification - notification.show_notification(weapon_name, player_node, player_sprite_size, origin_offset) diff --git a/scripts/notification_manager.gd.uid b/scripts/notification_manager.gd.uid deleted file mode 100644 index 9d13c9e..0000000 --- a/scripts/notification_manager.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://boce4kgerpff2 diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index bf783c1..3f1ee7d 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -1,90 +1,46 @@ class_name ShootComponent extends Node +@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds) +@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index + @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." -@onready var ship: Sprite2D = get_node("../Ship") -@onready var fire_helper: WeaponFireHelper = %WeaponFireHelper func shoot(): - var weapon_data = weapon_component.weapon_data + var weapon_data = weapon_component.data # WeaponShot resource configuration var current_time = Time.get_ticks_msec() / 1000.0 + var total_projectiles = weapon_data.projectiles - if player.travel > weapon_data.projectile_vertical_spacing: - _shoot_standard(weapon_data, current_time) - _shoot_grouped(weapon_data, current_time) + if player.travel > weapon_data.spacing: - # Reset travel after firing to prevent multiple bursts per tap - player.travel = 0.0 + # Calculate center index for symmetrical staggering + var center_index = (total_projectiles - 1) / 2.0 + if total_projectiles > 0: + for b in range(total_projectiles): + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node + get_tree().root.add_child(bullet) -func _get_spawn_position(weapon_data: WeaponShot) -> Vector2: - # Determine sprite height with a region_rect → texture fallback. - var sprite_height: float = 0.0 - if ship.region_rect.has_area(): - sprite_height = ship.region_rect.size.y - else: - sprite_height = ship.texture.get_height() + # Calculate index relative to center (0 = center, -1/+1 = first from center) + var index_from_center: float = b - center_index - # Top edge of the sprite in world space, then offset by origin. - var top_edge = ship.global_position.y - (sprite_height / 2.0) - return Vector2(ship.global_position.x, top_edge + weapon_data.origin) + # Calculate timing offset for staggered firing + var time_offset: float = index_from_center * stagger_offset + # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset -# Standard projectile logic (delegates to WeaponFireHelper) -func _shoot_standard(weapon_data: WeaponShot, current_time: float): - var total_projectiles: int = weapon_data.projectiles + # Calculate vertical offset from center point (symmetrical vertical spread) + var distance_from_center: float = abs(index_from_center) + var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 - if total_projectiles > 0: - for b in range(total_projectiles): - var bullet := weapon_data.bullet_scene.instantiate() as Area2D - get_tree().root.add_child(bullet) + # Final position combines symmetrical horizontal spread with symmetrical vertical spacing + bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles)) - # Delegate math to the helper - var spawn_position = _get_spawn_position(weapon_data) - var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time) - bullet.position = props.position - bullet.angle = props.angle - bullet.time_offset = props.time_offset - bullet.fire_time = props.fire_time + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset - # Set the bullet data - bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) - - # Offset animation playback per projectile if enabled - if weapon_data.stagger_animation: - bullet.set_animation_offset(props.animation_offset) - - -# Grouped projectile logic (delegates to WeaponFireHelper) -func _shoot_grouped(weapon_data: WeaponShot, current_time: float): - for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null): - for b in range(group.bullet_count): - var bullet := weapon_data.bullet_scene.instantiate() as Area2D - get_tree().root.add_child(bullet) - - # Apply computed properties for the original bullet - var spawn_position = _get_spawn_position(weapon_data) - var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false) - bullet.position = props.position - bullet.angle = props.angle - bullet.time_offset = props.time_offset - bullet.fire_time = props.fire_time - bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) - if weapon_data.stagger_animation: - bullet.set_animation_offset(props.animation_offset) - - # If mirroring is enabled, fire a mirrored copy - if group.mirror: - var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D - get_tree().root.add_child(mirror_bullet) - - # Apply computed properties for the mirrored bullet - var mirror_spawn = _get_spawn_position(weapon_data) - var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true) - mirror_bullet.position = mirror_props.position - mirror_bullet.angle = mirror_props.angle - mirror_bullet.time_offset = mirror_props.time_offset - mirror_bullet.fire_time = mirror_props.fire_time - mirror_bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) - if weapon_data.stagger_animation: - mirror_bullet.set_animation_offset(mirror_props.animation_offset) + # Subtract projectile spacing from current Player travel for next shot + player.travel -= weapon_data.spacing diff --git a/scripts/shoot_component.gd.uid b/scripts/shoot_component.gd.uid index fdd16b5..4e59bd1 100644 --- a/scripts/shoot_component.gd.uid +++ b/scripts/shoot_component.gd.uid @@ -1 +1 @@ -uid://suynuijl68qp +uid://bgd1hwindc2ui diff --git a/scripts/utility/fps_display.gd b/scripts/utility/fps_display.gd deleted file mode 100644 index b58041a..0000000 --- a/scripts/utility/fps_display.gd +++ /dev/null @@ -1,15 +0,0 @@ -extends Label - -var last_time = 0 -var frame_count = 0 -var fps = 0 - -func _process(delta): - frame_count += 1 - last_time += delta - - if last_time >= 1.0: # Update every second - fps = frame_count - text = " " + str(fps) + " FPS" - last_time = 0 - frame_count = 0 diff --git a/scripts/utility/fps_display.gd.uid b/scripts/utility/fps_display.gd.uid deleted file mode 100644 index 3f9ff74..0000000 --- a/scripts/utility/fps_display.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://eblemtukrey6 diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 1442102..a4bb65b 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -1,62 +1,9 @@ class_name WeaponComponent extends Node -@export var weapon_data: WeaponShot = null -@export var available_weapons: Array[WeaponShot] = [] -@export var weapon_change_flash: BaseEffect = null +@export var loaded_weapon: PackedScene = load("res://scenes/weapon_stock.tscn") +var data : WeaponShot = load("res://resources/player_weapons/weapon_shot_stock.tres") -var _current_weapon_index: int = 0 - -@onready var effects_component: EffectComponent = %EffectsComponent - -func _ready() -> void: - - # Set the default weapon to be stock, i.e. index 1 - if weapon_data and not available_weapons.is_empty(): - for i in range(available_weapons.size()): - if available_weapons[i] == weapon_data: - _current_weapon_index = i - return - - -func _emit_weapon_changed() -> void: - var ship: Sprite2D = get_parent().get_node("Ship") - var sprite_size = ship.get_rect().size - var origin_offset: float = weapon_data.origin if weapon_data else 0.0 - EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) func get_bullet_scene() -> PackedScene: - return weapon_data.bullet_scene if weapon_data else null - -func get_weapon_resource() -> Resource: - return weapon_data - -func select_weapon_by_name(weapon_name: String) -> bool: - for i in range(available_weapons.size()): - if available_weapons[i].shot_name == weapon_name: - _current_weapon_index = i - weapon_data = available_weapons[i] - print("Switched to: ", weapon_name) - - _emit_weapon_changed() - _trigger_change_flash() - return true - return false - - -func _trigger_change_flash() -> void: - if weapon_change_flash and effects_component: - effects_component.apply_effect(weapon_change_flash) - - - -func cycle_weapon() -> void: # Used for testing weapon cycling - if available_weapons.is_empty(): - return - - _current_weapon_index = (_current_weapon_index + 1) % available_weapons.size() - weapon_data = available_weapons[_current_weapon_index] - print("Switched to: ", weapon_data.shot_name) - - _emit_weapon_changed() - _trigger_change_flash() + return data.weapon_shot # Reference to the Shot scene from the resource diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd deleted file mode 100644 index 6da3c5d..0000000 --- a/scripts/weapon_fire_helper.gd +++ /dev/null @@ -1,129 +0,0 @@ -class_name WeaponFireHelper extends Node - - -## Compute bullet properties for a standard shot. -## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset -func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spawn_position: Vector2, current_time: float) -> Dictionary: - var total_projectiles: int = weapon_data.projectiles - var center_index: float = (total_projectiles - 1) / 2.0 - - var index_from_center: float = projectile_index - center_index - - # Horizontal offset (symmetrical: left=-ve, right=+ve) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - - # Timing: center-first, pairs outward - var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset - - # Angle (only when projectiles >= 3, division-by-zero guard) - # Moved before vertical offset to support compensation - var bullet_angle: float = 0.0 - if total_projectiles >= 3: - bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) - - # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower - # (higher Y values, further from the player) than the center projectile, which sits - # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. - # When compensate_spawn_geometry is enabled and spread_angle > 0, compute vertical - # offsets to align the geometric spread with velocity vectors. - var vertical_offset: float - if weapon_data.compensate_spawn_geometry and weapon_data.spread_angle > 0 and total_projectiles >= 3: - var velocity_angle_rad: float = abs(bullet_angle) * PI / 180.0 - if index_from_center == 0: - # Center bullet in compensated mode: use full projectile_vertical_spacing - # so the V-shape stays visually smooth (center = 35, outer ≈ 75) - # instead of a broken gap (center = 8.75, outer ≈ 75). - vertical_offset = weapon_data.projectile_vertical_spacing - elif velocity_angle_rad > 0.1: # Guard against division by zero for very small angles - vertical_offset = abs(bullet_horizontal_offset) / tan(velocity_angle_rad) - else: - # Very small angle: fall back to full spacing - vertical_offset = weapon_data.projectile_vertical_spacing - else: - vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 - var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) - - # Fire time - var fire_time: float = current_time + time_offset - - # Animation offset (if staggered animation is enabled) - var animation_offset: float = index_from_center * weapon_data.stagger_offset - - return { - "position": position, - "angle": bullet_angle, - "fire_time": fire_time, - "time_offset": time_offset, - "index_from_center": index_from_center, - "animation_offset": animation_offset, - } - - -## Compute bullet properties for a grouped shot, with optional mirroring. -## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset -func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot, - bullet_index: int, spawn_position: Vector2, current_time: float, - mirror: bool = false) -> Dictionary: - var center_index: float = (group.bullet_count - 1) / 2.0 - var index_from_center: float = bullet_index - center_index - - # Horizontal offset: group offset + within-group spread - var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing - if mirror: - bullet_horizontal_offset = -bullet_horizontal_offset - - # Base angle: group angle (negated when mirrored) + within-group spread - var bullet_angle: float = group.angle_offset - if mirror: - bullet_angle = -group.angle_offset - - # Symmetrical spread (guard against < 3 bullets) - var spread_contribution: float = 0.0 - if group.bullet_count >= 3: - spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) - if mirror: - bullet_angle -= spread_contribution - else: - bullet_angle += spread_contribution - - # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower - # (higher Y values, further from the player) than the center projectile, which sits - # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. - # When compensate_spawn_geometry is enabled and group.spread_angle > 0, compute - # vertical offsets to preserve the within-group V-shape independently of - # angle_offset, which handles global tilt. - # - # angle_offset tilts the entire group — mixing it into the compensation formula - # breaks the V-shape because the formula assumes velocity vectors converge at the - # origin, but with angle_offset > 0 they fan out from an offset line instead. - # Solution: calculate compensation using only within-group parameters. - var vertical_offset: float - if weapon_data.compensate_spawn_geometry and group.spread_angle > 0 and group.bullet_count >= 3 and index_from_center != 0: - var within_group_angle: float = abs(spread_contribution) # exclude angle_offset - var within_group_angle_rad: float = within_group_angle * PI / 180.0 - var within_group_horizontal: float = abs(index_from_center * group.horizontal_spacing) # exclude group.horizontal_offset - if within_group_angle_rad > 0.1: # Guard against division by zero for very small angles - vertical_offset = within_group_horizontal / tan(within_group_angle_rad) - else: - vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 - else: - vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 - var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) - - # Timing: group delay + within-group stagger - var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset - - # Fire time - var fire_time: float = current_time + time_offset - - # Animation offset (if staggered animation is enabled) - var animation_offset: float = index_from_center * weapon_data.stagger_offset - - return { - "position": position, - "angle": bullet_angle, - "fire_time": fire_time, - "time_offset": time_offset, - "index_from_center": index_from_center, - "animation_offset": animation_offset, - } diff --git a/scripts/weapon_fire_helper.gd.uid b/scripts/weapon_fire_helper.gd.uid deleted file mode 100644 index 7261b18..0000000 --- a/scripts/weapon_fire_helper.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://bpcv2ojtyityc diff --git a/scripts/weapon_projectile_group.gd b/scripts/weapon_projectile_group.gd deleted file mode 100644 index 3e7f6a3..0000000 --- a/scripts/weapon_projectile_group.gd +++ /dev/null @@ -1,23 +0,0 @@ -class_name WeaponProjectileGroup -extends Resource - -@export_category("Identification") -@export var pattern_name: String = "" -@export_category("Group Settings") -@export var bullet_count: int = 3 -# Horizontal distance between bullets in this group -@export var horizontal_spacing: float = 6.5 -# Total spread angle for bullets in this group (in degrees) -@export var spread_angle: float = 0.0 -# Angle of the entire group from the shot origin (positive = right/up, negative = left) -@export var angle_offset: float = 0.0 -# Horizontal offset from the center line (positive = right, negative = left) -@export var horizontal_offset: float = 0.0 -@export_category("Timing") -# Time delay for this group's first bullet (relative to shot start) -@export var group_delay: float = 0.0 -# Stagger delay between bullets within this group -@export var stagger_offset: float = 0.25 -@export_category("Mirroring") -# If true, duplicate this group's bullets mirrored across the ship's vertical axis -@export var mirror: bool = false diff --git a/scripts/weapon_projectile_group.gd.uid b/scripts/weapon_projectile_group.gd.uid deleted file mode 100644 index 65a3b0d..0000000 --- a/scripts/weapon_projectile_group.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://d0ios82vubijg diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd deleted file mode 100644 index 8abc83d..0000000 --- a/scripts/weapon_shot.gd +++ /dev/null @@ -1,84 +0,0 @@ -class_name WeaponShot -extends Resource - - -@export_group("Weapon") - - -# Human-readable name for reference in UI and logs. -@export var shot_name: String - -# PackedScene reference to the bullet / projectile scene instantiated on fire. -@export var bullet_scene: PackedScene - - -@export_subgroup("Launch") - - -# Damage dealt by a single projectile instance. -@export_range(1, 100, 1) var damage: int = 1 - -# Travel speed of projectiles in pixels per second. -@export_range(50, 2000, 10) var speed: int = 135 - -# Number of projectiles fired in a burst pattern. -@export_range(1, 20, 1) var projectiles: int = 2 - - -@export_subgroup("Spawn Geometry") - - -# Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). -# This parameter has a dual role: spatial (computing the ^ burst geometry) and temporal -# (serving as the burst-gating threshold in ShootComponent.shoot()). When compensate_spawn_geometry -# is enabled, this parameter is overridden by geometric compensation for spatial calculations; -# temporal behavior remains unchanged and continues to use this value. -@export_range(10, 200, 0.5) var projectile_vertical_spacing: float = 35 - -# Vertical offset from the top of the player's sprite where bullets spawn. -# Measured in pixels; negative values fire in front of (above) the ship, -# positive values fire behind (below) it. The default of -25 places the -# burst 25 pixels above the sprite's top edge. -@export_range(-200, 200, 0.5) var origin: float = -25.0 - - -@export_subgroup("Spread") - - -# Horizontal distance between adjacent projectiles in a burst. -@export_range(0, 100, 0.25) var horizontal_offset: float = 6.5 - -# Total spread angle in degrees (only applied when projectiles >= 3). -@export_range(0, 360, 0.5) var spread_angle: float = 0.0 - -# Time delay per projectile index in a burst. -@export_range(0.01, 5.0, 0.05) var stagger_offset: float = 0.25 - -# When enabled, adjusts spawn vertical offsets so the geometric line -# from the center bullet to each outer bullet matches their velocity -# direction. Eliminates the optical illusion where the spread appears -# wider than the actual bullet trajectories (e.g. vanguard+). See the -# Debugging Checklist for the vertical offset pitfall on standard shots. -## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY! -@export var compensate_spawn_geometry: bool = false - - -@export_subgroup("Timing") - - -# Offset animation playback per projectile index. -@export var stagger_animation: bool = false - - -@export_subgroup("Effects") - - -# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0). -@export var follow_angle: bool = false - - -@export_subgroup("Groups") - - -# Array of projectile groups defining layered, multi-directional fire patterns. -@export var groups: Array[WeaponProjectileGroup] = [] diff --git a/shaders/flash.gdshader b/shaders/flash.gdshader deleted file mode 100644 index 83fcd33..0000000 --- a/shaders/flash.gdshader +++ /dev/null @@ -1,44 +0,0 @@ -shader_type canvas_item; - -// Color of the flash overlay -uniform vec4 flash_color : source_color = vec4(1.0, 1.0, 1.0, 1.0); - -// Overall intensity of the flash (0.0 = none, 1.0 = full) -// Set dynamically by FlashEffect.gd each frame -uniform float flash_intensity : hint_range(0.0, 1.0) = 0.0; - -// How the flash blends with the original sprite -uniform int blend_mode : hint_enum("Mix", "Additive", "Screen") = 0; - -// Additional brightness added to the flash color (0.0 = none, 1.0 = double) -uniform float brightness_boost : hint_range(0.0, 1.0) = 0.0; - -void fragment() { - vec4 original = texture(TEXTURE, UV); - - vec3 flash_rgb = flash_color.rgb * (1.0 + brightness_boost); - - vec3 result; - float alpha = original.a; - - if (original.a == 0.0) { - // Skip processing for fully transparent pixels - COLOR = original; - } else if (blend_mode == 0) { - // Mix: Linear interpolation between original and flash color - result = mix(original.rgb, flash_rgb, flash_intensity); - // Modulate alpha by flash intensity for a flickering transparency effect - alpha = mix(original.a, flash_color.a, flash_intensity); - } else if (blend_mode == 1) { - // Additive: Flash adds light to the original, clamped to avoid HDR blowout - result = clamp(original.rgb + flash_rgb * flash_intensity, 0.0, 1.0); - // Additive naturally brightens, so boost alpha when flashing - alpha = clamp(original.a + flash_color.a * flash_intensity, 0.0, 1.0); - } else { - // Screen: Brightens without washing out highlights - result = original.rgb + (1.0 - original.rgb) * flash_rgb * flash_intensity; - alpha = clamp(original.a + (1.0 - original.a) * flash_color.a * flash_intensity, 0.0, 1.0); - } - - COLOR = vec4(result, alpha); -} diff --git a/shaders/flash.gdshader.uid b/shaders/flash.gdshader.uid deleted file mode 100644 index 82bde5d..0000000 --- a/shaders/flash.gdshader.uid +++ /dev/null @@ -1 +0,0 @@ -uid://dp4svqyxg1dum