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/project.godot b/project.godot index 9c7cec1..2402a23 100644 --- a/project.godot +++ b/project.godot @@ -13,7 +13,6 @@ config_version=5 config/name="Facsimile Wing" run/main_scene="uid://bj4fytc3sy482" config/features=PackedStringArray("4.7", "Forward Plus") -run/max_fps=60 config/icon="res://icon.svg" [autoload] 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 index 79f8f83..e8b91cb 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -1,7 +1,6 @@ [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] @@ -9,7 +8,9 @@ script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 -speed = 650 -horizontal_offset = 12.0 -stagger_offset = 0.0 +speed = 500 +spacing = 25.0 +origin = -15 +horizontal_offset = 10.0 +stagger_offset = 0.35 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index c16b614..0b63301 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -1,7 +1,6 @@ [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] @@ -9,9 +8,11 @@ script = ExtResource("2_syw6j") shot_name = "tri" bullet_scene = ExtResource("1_07hyh") damage = 3 -speed = 700 +speed = 450 projectiles = 3 -horizontal_offset = 12.5 -stagger_offset = 0.35 +spacing = 30.0 +origin = -15 +horizontal_offset = 8.5 +stagger_offset = 0.2 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 index 006c9a5..dcb3580 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -2,7 +2,6 @@ [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") @@ -11,6 +10,8 @@ bullet_scene = ExtResource("1_hm46f") damage = 5 speed = 500 projectiles = 5 +spacing = 30.0 +origin = -15 horizontal_offset = 8.25 stagger_offset = 0.5 stagger_animation = true 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 index 4180e5e..982c58f 100644 --- a/scenes/notification_display.tscn +++ b/scenes/notification_display.tscn @@ -11,8 +11,7 @@ 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 +layout_mode = 0 [node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3] custom_minimum_size = Vector2(16, 16) diff --git a/scenes/player.gd b/scenes/player.gd index ace3c7a..f61a309 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -19,10 +19,6 @@ 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 @@ -54,4 +50,3 @@ func _process(delta) -> void: # 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..b78146a 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -10,12 +10,8 @@ [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") @@ -96,8 +92,6 @@ 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") @@ -152,10 +146,6 @@ 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") @@ -164,14 +154,7 @@ 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")]) -weapon_change_flash = SubResource("Resource_jej6c") +available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv")]) 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_stock.gd b/scenes/player_weapons/weapon_stock.gd index 95077ca..d1f5198 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -10,9 +10,6 @@ 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 @@ -23,13 +20,8 @@ func _process(delta): 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) + # Move the bullet + position.y -= shot_data.speed * delta func activate(): is_active = true diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 4478174..5eddb30 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/player_weapons/weapon_stock.tscn @@ -33,7 +33,7 @@ animations = [{ }] [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..616c55d 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -5,7 +5,6 @@ [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] @@ -15,13 +14,6 @@ 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="Background" type="Node2D" parent="Level" unique_id=485120278] 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/movement_component.gd b/scripts/movement_component.gd index 921c2d6..0539438 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -22,7 +22,7 @@ func tick(delta: float): # 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 index 4dbbc48..e310866 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -13,19 +13,7 @@ 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 @@ -52,23 +40,16 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s _update_position() var target_pos = position - # Start 10px above destination (already transparent from line 17) + # Start 10px above destination, fully transparent 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 + modulate.a = 0.0 # 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 + # Fade in and 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) @@ -76,6 +57,13 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s await tween.finished _follow_player = true + # Create connector line from notification to player origin + _connector_line = Line2D.new() + _connector_line.default_color = Color.WHITE + _connector_line.width = 1.0 + add_child(_connector_line) + _connector_visible = true + # Stay fully visible for a moment before fading await get_tree().create_timer(0.5).timeout diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index bf783c1..eb6a2a9 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -2,89 +2,48 @@ class_name ShootComponent extends Node @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 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 := weapon_data.bullet_scene.instantiate() as Area2D + 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 * weapon_data.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) + # 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) + # Offset animation playback per projectile if enabled if weapon_data.stagger_animation: - mirror_bullet.set_animation_offset(mirror_props.animation_offset) + bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + + # Subtract projectile spacing from current Player travel for next shot + player.travel -= weapon_data.spacing 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..37dc306 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -2,12 +2,9 @@ class_name WeaponComponent extends Node @export var weapon_data: WeaponShot = null @export var available_weapons: Array[WeaponShot] = [] -@export var weapon_change_flash: BaseEffect = null 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 @@ -21,7 +18,7 @@ func _ready() -> void: 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 + var origin_offset = weapon_data.origin if weapon_data else 0.0 EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) @@ -31,24 +28,18 @@ func get_bullet_scene() -> PackedScene: func get_weapon_resource() -> Resource: return weapon_data -func select_weapon_by_name(weapon_name: String) -> bool: +func select_weapon_by_name(name: String) -> bool: for i in range(available_weapons.size()): - if available_weapons[i].shot_name == weapon_name: + if available_weapons[i].shot_name == name: _current_weapon_index = i weapon_data = available_weapons[i] - print("Switched to: ", weapon_name) + print("Switched to: ", 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(): @@ -59,4 +50,3 @@ func cycle_weapon() -> void: # Used for testing weapon cycling print("Switched to: ", weapon_data.shot_name) _emit_weapon_changed() - _trigger_change_flash() 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 index 8abc83d..c535924 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -1,84 +1,23 @@ class_name WeaponShot extends Resource - -@export_group("Weapon") - - -# Human-readable name for reference in UI and logs. +@export_category("Parameters") @export var shot_name: String +@export var bullet_scene: PackedScene = null +@export var damage: int = 1 +@export var speed: int = 135 +@export var projectiles: int = 2 +# Vertical spacing between projectiles +@export var spacing: float = 35 +# Origin offset from center of player +@export var origin: int = -23 -# PackedScene reference to the bullet / projectile scene instantiated on fire. -@export var bullet_scene: PackedScene +@export_category("Spread") +# Horizontal distance between projectiles +@export var horizontal_offset: float = 6.5 +# Time delay per projectile index +@export var stagger_offset: float = 0.25 - -@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_category("Effects") +# 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