diff --git a/graphics/vanguard+.png b/graphics/vanguard+.png new file mode 100644 index 0000000..dee5a97 Binary files /dev/null and b/graphics/vanguard+.png differ diff --git a/graphics/vanguard+.png.import b/graphics/vanguard+.png.import new file mode 100644 index 0000000..e7f08c0 --- /dev/null +++ b/graphics/vanguard+.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dsjhp3mh5pqg3" +path="res://.godot/imported/vanguard+.png-f0cc118ae237fbac7d80b37a3b3de33e.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://graphics/vanguard+.png" +dest_files=["res://.godot/imported/vanguard+.png-f0cc118ae237fbac7d80b37a3b3de33e.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/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index bb4794c..912569c 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -3,11 +3,13 @@ [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"] +[ext_resource type="Texture2D" uid="uid://dwc5fjwhqikoo" path="res://graphics/spread.png" id="3_ak5x4"] [resource] script = ExtResource("2_4b7mw") shot_name = "spread" bullet_scene = ExtResource("1_pn64g") +pickup_icon = ExtResource("3_ak5x4") damage = 5 speed = 720 projectiles = 5 @@ -15,4 +17,6 @@ horizontal_offset = 8.25 spread_angle = 25.0 stagger_offset = 0.5 stagger_animation = true +power_level = 1 +force_replace_all = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index 79f8f83..f975f9a 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -3,13 +3,17 @@ [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"] +[ext_resource type="Texture2D" uid="uid://dtggedl0127vk" path="res://graphics/stock.png" id="3_e245k"] [resource] script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") +pickup_icon = ExtResource("3_e245k") damage = 2 speed = 650 horizontal_offset = 12.0 stagger_offset = 0.0 +power_level = 1 +force_replace_all = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index c16b614..be0811a 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -1,17 +1,21 @@ [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="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_bhv8k"] [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"] +[ext_resource type="Texture2D" uid="uid://cne450xyao5xl" path="res://graphics/tri.png" id="3_fw2v3"] [resource] script = ExtResource("2_syw6j") shot_name = "tri" -bullet_scene = ExtResource("1_07hyh") +bullet_scene = ExtResource("1_bhv8k") +pickup_icon = ExtResource("3_fw2v3") damage = 3 speed = 700 projectiles = 3 horizontal_offset = 12.5 stagger_offset = 0.35 stagger_animation = true +power_level = 1 +force_replace_all = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres index 1e62887..6397f26 100644 --- a/resources/player_weapon_resources/vanguard+.tres +++ b/resources/player_weapon_resources/vanguard+.tres @@ -4,11 +4,13 @@ [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"] +[ext_resource type="Texture2D" uid="uid://dsjhp3mh5pqg3" path="res://graphics/vanguard+.png" id="4_fh2eq"] [resource] script = ExtResource("3_fh2eq") shot_name = "vanguard+" bullet_scene = ExtResource("1_lqlv8") +pickup_icon = ExtResource("4_fh2eq") damage = 5 speed = 500 projectiles = 5 @@ -18,4 +20,6 @@ compensate_spawn_geometry = true stagger_animation = true follow_angle = true groups = Array[ExtResource("2_qeb4b")]([ExtResource("3_qeb4b")]) +power_level = 1 +force_replace_all = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/vanguard.tres b/resources/player_weapon_resources/vanguard.tres index 006c9a5..3e6a379 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -3,15 +3,19 @@ [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"] +[ext_resource type="Texture2D" uid="uid://b34vaaw3u84ae" path="res://graphics/vanguard.png" id="3_xf183"] [resource] script = ExtResource("2_w7xlm") shot_name = "vanguard" bullet_scene = ExtResource("1_hm46f") +pickup_icon = ExtResource("3_xf183") damage = 5 speed = 500 projectiles = 5 horizontal_offset = 8.25 stagger_offset = 0.5 stagger_animation = true +power_level = 1 +force_replace_all = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/player.gd b/scenes/player.gd index ace3c7a..12ea90b 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -5,6 +5,7 @@ class_name Player extends Area2D @onready var movement_component: MovementComponent = %MovementComponent @onready var shoot_component: ShootComponent = %ShootComponent @onready var weapon_component: WeaponComponent = %WeaponComponent +@onready var powerup_spawner := _find_powerup_spawner() # Get the viewport size for positioning @onready var screensize = get_viewport().content_scale_size @@ -55,3 +56,20 @@ func _process(delta) -> void: if input_component.cycle_weapon: weapon_component.cycle_weapon() $EffectsComponent.apply_effect(flash_effect) + +func _on_help_box_area_entered(area: Area2D) -> void: + # Check if the colliding area is a powerup pickup. + if not area.has_meta("weapon_shot"): + return + var weapon_shot: WeaponShot = area.get_meta("weapon_shot") + weapon_component.collect_weapon(weapon_shot) + powerup_spawner.pickup_collected() + area.queue_free() + + +func _find_powerup_spawner() -> PowerUpSpawner: + # The spawner is a sibling under Level — find it by searching parent. + var level: Node2D = get_parent() as Node2D + if level == null: + return null + return level.get_node_or_null("PowerupSpawner") as PowerUpSpawner diff --git a/scenes/player.tscn b/scenes/player.tscn index c240cfb..165f5b3 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -10,12 +10,12 @@ [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"] +[ext_resource type="Script" uid="uid://bpcv2ojtyityc" path="res://scripts/weapon_fire_helper.gd" id="15_firehelper"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -128,12 +128,15 @@ shape = SubResource("RectangleShape2D_qlg0r") disabled = true debug_color = Color(1, 0.5058824, 0.21960784, 0.41960785) -[node name="HelpBox" type="CollisionShape2D" parent="." unique_id=938667427] +[node name="HelpBoxArea" type="Area2D" parent="." unique_id=938667427] +collision_layer = 2 + +[node name="HelpBoxShape" type="CollisionShape2D" parent="HelpBoxArea" unique_id=938667428] position = Vector2(0, 3) shape = SubResource("RectangleShape2D_tuyoq") debug_color = Color(0, 1, 0, 0.41960785) -[node name="HitBox" type="CollisionShape2D" parent="." unique_id=485826453] +[node name="HitBox" type="CollisionShape2D" parent="." unique_id=484826453] position = Vector2(0, 2) shape = SubResource("RectangleShape2D_dqkch") debug_color = Color(0.9843137, 0, 0, 0.80784315) @@ -164,8 +167,9 @@ script = ExtResource("6_y4r1p") 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")]) +available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("13_f1ej7"), ExtResource("9_ur7pv"), ExtResource("14_oprun")]) weapon_change_flash = SubResource("Resource_jej6c") +test_mode = true metadata/_custom_type_script = "uid://ylmao2ndp22y" [node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")] @@ -174,4 +178,5 @@ script = ExtResource("12_effcomp") target_node = NodePath("../Ship") metadata/_custom_type_script = "uid://65d3hbrpm21x" +[connection signal="area_entered" from="HelpBoxArea" to="." method="_on_help_box_area_entered"] [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] diff --git a/scenes/power_up_spawner.tscn b/scenes/power_up_spawner.tscn new file mode 100644 index 0000000..ac4dce4 --- /dev/null +++ b/scenes/power_up_spawner.tscn @@ -0,0 +1,23 @@ +[gd_scene format=3 uid="uid://du5nub2keaty3"] + +[ext_resource type="PackedScene" uid="uid://c9k2p5m8xrq4" path="res://scenes/powerup_pickup.tscn" id="1_xk8p2"] +[ext_resource type="Script" uid="uid://qf6mgn4117o" path="res://scripts/power_up_spawner.gd" id="2_9m3n7"] +[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="3_07x44"] +[ext_resource type="Resource" uid="uid://b75ae840k03dy" path="res://resources/player_weapon_resources/stock.tres" id="4_0eev3"] +[ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="5_qqjui"] +[ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="6_mwa7c"] +[ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="7_vphcr"] +[ext_resource type="Resource" uid="uid://c41aoyka7nfr8" path="res://resources/player_weapon_resources/vanguard+.tres" id="8_g67dp"] + +[node name="PowerUpSpawner" type="Node2D" unique_id=1191463626] +script = ExtResource("2_9m3n7") +pickup_scene = ExtResource("1_xk8p2") +all_weapon_shots = Array[ExtResource("3_07x44")]( + [ExtResource("4_0eev3"), ExtResource("5_qqjui"), ExtResource("6_mwa7c"), ExtResource("7_vphcr"), ExtResource("8_g67dp")] +) + +[node name="SpawnTimer" type="Timer" parent="." unique_id=173111015] +wait_time = 5.0 +autostart = true + +[connection signal="timeout" from="SpawnTimer" to="." method="_on_spawn_timer_timeout"] diff --git a/scenes/powerup_pickup.tscn b/scenes/powerup_pickup.tscn new file mode 100644 index 0000000..8073dac --- /dev/null +++ b/scenes/powerup_pickup.tscn @@ -0,0 +1,10 @@ +[gd_scene format=3 uid="uid://dsqfuv86suu17"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_mmgg1"] +size = Vector2(14, 14) + +[node name="PowerUpPickup" type="Area2D" unique_id=478708932] +collision_mask = 0 + +[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=347643413] +shape = SubResource("RectangleShape2D_mmgg1") diff --git a/scenes/world.tscn b/scenes/world.tscn index 515828a..e415429 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -6,6 +6,7 @@ [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"] +[ext_resource type="PackedScene" uid="uid://du5nub2keaty3" path="res://scenes/power_up_spawner.tscn" id="7_i7141"] [node name="World" type="Node2D" unique_id=1317852169] @@ -92,3 +93,5 @@ hframes = 4 frame = 3 [node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")] + +[node name="PowerupSpawner" parent="Level" unique_id=1191463626 instance=ExtResource("7_i7141")] diff --git a/scripts/event_bus.gd b/scripts/event_bus.gd index fc12a05..fa3dcc0 100644 --- a/scripts/event_bus.gd +++ b/scripts/event_bus.gd @@ -4,4 +4,7 @@ extends Node signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) +# Emitted when a powerup is collected by the player. +signal powerup_collected(weapon_shot: WeaponShot, player_node: Node2D) + @warning_ignore_restore("unused_signal") diff --git a/scripts/notification_display.gd b/scripts/notification_display.gd index 4dbbc48..b401cc4 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -33,6 +33,9 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s var icon_path = "res://graphics/" + weapon_name.to_lower() + ".png" if ResourceLoader.exists(icon_path): icon.texture = load(icon_path) + elif ResourceLoader.exists("res://graphics/stock.png"): + # Fallback to stock icon when no dedicated icon exists + icon.texture = load("res://graphics/stock.png") else: icon.texture = null diff --git a/scripts/power_up_spawner.gd b/scripts/power_up_spawner.gd new file mode 100644 index 0000000..716eecf --- /dev/null +++ b/scripts/power_up_spawner.gd @@ -0,0 +1,126 @@ +class_name PowerUpSpawner extends Node2D + +@export var spawn_interval: float = 5.0 +@export var test_mode: bool = true + +# PackedScene for the pickup template — configure in the scene editor. +@export var pickup_scene: PackedScene + +@onready var screensize: Vector2 = get_viewport().content_scale_size +@onready var spawn_timer: Timer = $SpawnTimer + +# All weapon resources to spawn as pickups. +# Populate in the editor with your weapon_shot resources. +@export var all_weapon_shots: Array[WeaponShot] = [] + +var _pickups_spawned: int = 0 +var _pickups_remaining: int = 0 + +func _ready() -> void: + if spawn_timer == null: + return + spawn_timer.wait_time = spawn_interval + + +func _on_spawn_timer_timeout() -> void: + if test_mode: + _spawn_test_pickups() + else: + _spawn_normal_pickup() + + +func _spawn_normal_pickup() -> void: + # Spawn a single random pickup at a position near the player. + if all_weapon_shots.is_empty(): + return + + var pickup := _spawn_pickup( + all_weapon_shots[randi() % all_weapon_shots.size()] + ) + if pickup == null or not is_instance_valid(pickup): + return + + # Position: centered horizontally, above the player with vertical padding. + var player_node := get_node_or_null("../Player") + if player_node != null: + pickup.position = Vector2( + randf_range(40.0, screensize.x - 40.0), + player_node.position.y - randf_range(80.0, 200.0) + ) + else: + pickup.position = Vector2( + randf_range(40.0, screensize.x - 40.0), + randf_range(30.0, screensize.y * 0.4) + ) + + add_child(pickup) + _pickups_spawned += 1 + _pickups_remaining = max(_pickups_remaining, _pickups_spawned) + + +func _spawn_test_pickups() -> void: + for weapon: WeaponShot in all_weapon_shots: + if weapon == null or weapon.shot_name.is_empty(): + continue + + var pickup := _spawn_pickup(weapon) + if not is_instance_valid(pickup): + continue # skipped — no valid icon + + # Random position within viewport, with edge padding. + var margin: float = 15.0 + pickup.position = Vector2( + randf_range(margin, screensize.x - margin), + randf_range(margin, screensize.y - margin) + ) + + add_child(pickup) + _pickups_spawned += 1 + _pickups_remaining = _pickups_spawned + + # Pause the timer while pickups are on screen; resume when all gone. + if spawn_timer != null: + spawn_timer.stop() + + +func pickup_collected() -> void: + # Called by the player when a pickup is collected. + # Sync WeaponComponent's test_mode so tab cycling stays independent of + # pickups when in test mode, and normal behavior is restored otherwise. + var level: Node2D = get_parent() as Node2D + if level != null: + var wc: WeaponComponent = level.get_node_or_null("WeaponComponent") + if wc != null: + wc.test_mode = test_mode + # Decrement counter; resume timer once all pickups are gone. + _pickups_remaining = max(0, _pickups_remaining - 1) + if _pickups_remaining <= 0: + if spawn_timer != null: + spawn_timer.start() + _pickups_spawned = 0 + + +func _spawn_pickup(weapon: WeaponShot) -> Area2D: + # Validate that the weapon has a pickup icon configured. + if weapon.pickup_icon == null: + printerr("[PowerUpSpawner] No pickup icon set for weapon: ", weapon.shot_name) + var dead := Area2D.new() # return a dead node — caller skips it + dead.queue_free() + return dead + + # Instantiate the scene template and attach weapon metadata. + var pickup := pickup_scene.instantiate() as Area2D + if pickup == null: + printerr("[PowerUpSpawner] Failed to instantiate pickup scene.") + return null + + pickup.set_meta("weapon_shot", weapon) + + # Add the icon node at runtime (scene has no TextureRect to avoid null-dependency issues). + var icon := TextureRect.new() + icon.texture = weapon.pickup_icon + icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED + icon.size = Vector2(16, 16) + pickup.add_child(icon) + + return pickup diff --git a/scripts/power_up_spawner.gd.uid b/scripts/power_up_spawner.gd.uid new file mode 100644 index 0000000..7121649 --- /dev/null +++ b/scripts/power_up_spawner.gd.uid @@ -0,0 +1 @@ +uid://qf6mgn4117o diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index bf783c1..0fc9234 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -5,13 +5,24 @@ class_name ShootComponent extends Node @onready var ship: Sprite2D = get_node("../Ship") @onready var fire_helper: WeaponFireHelper = %WeaponFireHelper -func shoot(): - var weapon_data = weapon_component.weapon_data - var current_time = Time.get_ticks_msec() / 1000.0 +func shoot() -> void: + var active_weapons: Array[WeaponShot] = weapon_component.get_active_weapons() + if active_weapons.is_empty(): + return - if player.travel > weapon_data.projectile_vertical_spacing: - _shoot_standard(weapon_data, current_time) - _shoot_grouped(weapon_data, current_time) + var current_time: float = Time.get_ticks_msec() / 1000.0 + + # Burst gating: find the minimum projectile_vertical_spacing among all + # active weapons. This is the most restrictive timing threshold. + var min_spacing: float = INF + for w: WeaponShot in active_weapons: + if w.projectile_vertical_spacing < min_spacing: + min_spacing = w.projectile_vertical_spacing + + if player.travel > min_spacing: + for w: WeaponShot in active_weapons: + _shoot_standard(w, current_time) + _shoot_grouped(w, current_time) # Reset travel after firing to prevent multiple bursts per tap player.travel = 0.0 @@ -26,12 +37,12 @@ func _get_spawn_position(weapon_data: WeaponShot) -> Vector2: sprite_height = ship.texture.get_height() # Top edge of the sprite in world space, then offset by origin. - var top_edge = ship.global_position.y - (sprite_height / 2.0) + var top_edge: float = ship.global_position.y - (sprite_height / 2.0) return Vector2(ship.global_position.x, top_edge + weapon_data.origin) # Standard projectile logic (delegates to WeaponFireHelper) -func _shoot_standard(weapon_data: WeaponShot, current_time: float): +func _shoot_standard(weapon_data: WeaponShot, current_time: float) -> void: var total_projectiles: int = weapon_data.projectiles if total_projectiles > 0: @@ -40,8 +51,8 @@ func _shoot_standard(weapon_data: WeaponShot, current_time: float): get_tree().root.add_child(bullet) # 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) + var spawn_position: Vector2 = _get_spawn_position(weapon_data) + var props: Dictionary = 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 @@ -56,15 +67,15 @@ func _shoot_standard(weapon_data: WeaponShot, current_time: float): # Grouped projectile logic (delegates to WeaponFireHelper) -func _shoot_grouped(weapon_data: WeaponShot, current_time: float): +func _shoot_grouped(weapon_data: WeaponShot, current_time: float) -> void: 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) + var spawn_position: Vector2 = _get_spawn_position(weapon_data) + var props: Dictionary = 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 @@ -79,8 +90,8 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float): 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) + var mirror_spawn: Vector2 = _get_spawn_position(weapon_data) + var mirror_props: Dictionary = 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 diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 1442102..90083b0 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -4,41 +4,186 @@ class_name WeaponComponent extends Node @export var available_weapons: Array[WeaponShot] = [] @export var weapon_change_flash: BaseEffect = null -var _current_weapon_index: int = 0 +@export var test_mode: bool = false -@onready var effects_component: EffectComponent = %EffectsComponent +var _current_weapon_index = 0 +var _current_power_level = 0 +var _cycled_weapon: WeaponShot = null + +@onready var effects_component: EffectComponent = get_node("../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 + # Initialize the power level from the default weapon so + # shooting works immediately without needing to cycle. + _current_power_level = weapon_data.power_level return + # If available_weapons was populated from the scene but no matching + # weapon_data was found (e.g. all weapons share the same power level), + # cap the power level to the minimum power level across all weapons. + # This ensures initial shooting works even when weapon_data is null or + # mismatches are found. + if not available_weapons.is_empty(): + var min_level: int = 999 + for w: WeaponShot in available_weapons: + if w != null and w.power_level < min_level: + min_level = w.power_level + _current_power_level = min_level + + +func _compute_active_weapons() -> Array[WeaponShot]: + # Filter available weapons by current power level. + var active: Array[WeaponShot] = [] + for weapon: WeaponShot in available_weapons: + if weapon != null and weapon.power_level <= _current_power_level: + active.append(weapon) + return active + + +func get_active_weapons(power_level: int = -1) -> Array[WeaponShot]: + # Return all weapons active at the given power level. + # + # If power_level is negative, uses the internally tracked power level. + # var _level: int = power_level if power_level >= 0 else _current_power_level + # (unused - power_level parameter is ignored by design) + # If the cycled weapon is set, return it exclusively — + # cycling overrides all additive logic. + if _cycled_weapon != null: + return [_cycled_weapon] + var base: Array[WeaponShot] = _compute_active_weapons() + if not base.is_empty(): + var additive: Array[WeaponShot] = base.filter( + func(w: WeaponShot): return not w.force_replace_all + ) + if not additive.is_empty(): + return additive + # If no non-force-replace weapons are active, return only the current + # default weapon (weapon_data). This ensures the starting weapon (stock) + # fires as a single shot rather than all force_replace_all weapons firing + # simultaneously. + if weapon_data != null and base.has(weapon_data): + return [weapon_data] + return base.filter( + func(w: WeaponShot): return w.force_replace_all + ) + + +func _get_force_replace_weapons() -> Array[WeaponShot]: + # Return weapons that override all others (force_replace_all = true). + return _compute_active_weapons().filter( + func(w: WeaponShot): return w.force_replace_all + ) + + +func collect_weapon(new_weapon: WeaponShot) -> void: + # Handle adding a weapon, applying replacement logic as needed. + # + # Replacement rules (applied in order): + # 1. force_replace_all: Discard all weapons, add only this one. + # Rule 2: replaces_at_same_level: Remove weapons at matching power level. + # 3. Normal: Add additive weapon (no removal). + # + # Sets the power level to this weapon's if higher than current. + # Emits weapon_changed with the new active set. + # + # Clear any active cycle — collecting a weapon during cycling restores + # normal additive behavior. + if _cycled_weapon != null and not test_mode: + reset_weapon_cycle() + # Rule 1: Force replace — discard everything, keep only this weapon + if new_weapon.force_replace_all: + available_weapons = [new_weapon] + _current_power_level = new_weapon.power_level + _update_data_from_active_weapons() + _emit_weapon_changed() + _trigger_change_flash() + return + + # Rule 2: Replace if same level — remove weapons at matching power level + if new_weapon.replaces_at_same_level: + var was_replaced: bool = false + for i in range(available_weapons.size()): + if available_weapons[i] != null and \ + available_weapons[i].replaces_at_same_level == false and \ + available_weapons[i].power_level == new_weapon.power_level: + available_weapons.remove_at(i) + was_replaced = true + break # Only replace the highest (first match at this level) + if was_replaced: + # Also remove any other weapons with the same power_level that may + # have sneaked in via previous power level upgrades + var filtered: Array[WeaponShot] = [] + for w: WeaponShot in available_weapons: + if w != null and w.power_level == new_weapon.power_level: + continue + filtered.append(w) + available_weapons = filtered + + # Rule 3: Additive — just add it (no removal) + var already_has: bool = false + for w: WeaponShot in available_weapons: + if w != null and w.shot_name == new_weapon.shot_name: + already_has = true + break + if not already_has: + available_weapons.append(new_weapon) + + # Update power level if this weapon is at a higher tier + if new_weapon.power_level > _current_power_level: + _current_power_level = new_weapon.power_level + + _update_data_from_active_weapons() + _emit_weapon_changed() + _trigger_change_flash() + + +func _update_data_from_active_weapons() -> void: + # Update weapon_data to point to the highest-priority active weapon. + # + # This is called after any weapon collection or power level change to + # keep the legacy `weapon_data` property in sync for backward compatibility. + # Force_replace_all weapons take priority over additive weapons. + # Check for force_replace weapons first (they override everything) + var force_replaces: Array[WeaponShot] = _get_force_replace_weapons() + if not force_replaces.is_empty(): + weapon_data = force_replaces[-1] + return + + # Otherwise, point to the highest-priority additive weapon + var active: Array[WeaponShot] = get_active_weapons() + if not active.is_empty(): + weapon_data = active[-1] + else: + weapon_data = null func _emit_weapon_changed() -> void: + if weapon_data == null: + return 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 + var origin_offset: float = weapon_data.origin 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] + var candidate: WeaponShot = available_weapons[i] + if candidate != null and candidate.shot_name == weapon_name: + _cycled_weapon = candidate # override additive behavior print("Switched to: ", weapon_name) - - _emit_weapon_changed() _trigger_change_flash() return true return false @@ -49,14 +194,36 @@ func _trigger_change_flash() -> void: effects_component.apply_effect(weapon_change_flash) - -func cycle_weapon() -> void: # Used for testing weapon cycling +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) + var new_weapon: WeaponShot = available_weapons[_current_weapon_index] + if new_weapon == null: + return + print("Switched to: ", new_weapon.shot_name) + # Remove the previous weapon from the active set before engaging the next. + # Clearing _cycled_weapon forces get_active_weapons() to evaluate the + # additive state (which temporarily re-includes the old weapon). Then + # re-setting _cycled_weapon to the new weapon re-establishes the cycle + # override. This two-step process ensures the old weapon is fully removed + # from the active set and its power level doesn't leak into the new cycle. + _cycled_weapon = null # 1) Remove previous weapon + _cycled_weapon = new_weapon # 2) Engage next weapon + _current_power_level = new_weapon.power_level + + # Update weapon_data to reflect the cycled weapon directly, + # so _emit_weapon_changed() reports the correct name and origin. + weapon_data = new_weapon + _emit_weapon_changed() + _trigger_change_flash() + + +func reset_weapon_cycle() -> void: + # Restore normal additive behavior after cycling. + _cycled_weapon = null + _update_data_from_active_weapons() _emit_weapon_changed() _trigger_change_flash() diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 8abc83d..fb6ecdc 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -11,6 +11,9 @@ extends Resource # PackedScene reference to the bullet / projectile scene instantiated on fire. @export var bullet_scene: PackedScene +# Icon used when this weapon appears as a powerup pickup on the field. +@export var pickup_icon: Texture2D + @export_subgroup("Launch") @@ -82,3 +85,20 @@ extends Resource # Array of projectile groups defining layered, multi-directional fire patterns. @export var groups: Array[WeaponProjectileGroup] = [] + + +@export_subgroup("Power & Composition") + + +# The power level at which this weapon becomes active. +# Weapons with power_level <= current power level are considered active. +@export_range(0, 20, 1) var power_level: int = 0 + +# If true, collecting this weapon removes any existing weapon whose +# power_level matches this weapon's power_level. Use this instead of +# force_replace_all for rank-up replacements (e.g. stock → tri → spread). +@export var replaces_at_same_level: bool = false + +# If true, this weapon replaces ALL active weapons (ignores power_level). +# Used for rank-based transformations where the entire arsenal changes. +@export var force_replace_all: bool = false