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2 commits

Author SHA1 Message Date
Henry
5d2efe9983 Updated resources and working Player scene to share the same variables
as the new component setup.
2026-04-06 01:31:50 +01:00
Henry
9b3841775c Set up a revised player scene with a component based apparoach; shooting
functionality incomplete.
2026-04-06 01:30:53 +01:00
17 changed files with 339 additions and 11 deletions

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@ -1,13 +1,13 @@
[gd_resource type="Resource" script_class="PlayerShot" format=3 uid="uid://cels8t3hqjtsu"] [gd_resource type="Resource" script_class="PlayerShot" format=3 uid="uid://cels8t3hqjtsu"]
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="1_dpne1"] [ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="1_t07sl"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_fu23f"] [ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_xc6g1"]
[resource] [resource]
script = ExtResource("1_dpne1") script = ExtResource("1_t07sl")
shot_name = "Stock" shot_name = "Stock"
damage = 3
speed = -350 speed = -350
projectiles = 1 projectiles = 3
cooldown = 0.0 cooldown = 0.0
projectile_spacing = 10.0
metadata/_custom_type_script = "uid://ccdohs4gduee5" metadata/_custom_type_script = "uid://ccdohs4gduee5"

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@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="PlayerShot" format=3 uid="uid://c4c7anpgfq2po"]
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="1_reevt"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_xsuf1"]
[resource]
script = ExtResource("1_reevt")
shot_name = "Stock"
speed = -350
cooldown = 0.0
projectile_spacing = 10.0
metadata/_custom_type_script = "uid://ccdohs4gduee5"

156
scenes/player_revision.tscn Normal file
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@ -0,0 +1,156 @@
[gd_scene format=3 uid="uid://6wq3ynesnsha"]
[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scripts/player_revision.gd" id="1_3ef36"]
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/stock_weapon.tscn" id="2_l5qtw"]
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="3_63g5k"]
[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_14jeh"]
[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="4_tg2o1"]
[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="5_ohfsq"]
[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="6_l5qtw"]
[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="7_63g5k"]
[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="8_ohfsq"]
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("4_tg2o1")
region = Rect2(28, 0, 14, 6)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
atlas = ExtResource("4_tg2o1")
region = Rect2(42, 0, 14, 6)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("4_tg2o1")
region = Rect2(1, 0, 14, 6)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
atlas = ExtResource("4_tg2o1")
region = Rect2(15, 0, 14, 6)
[sub_resource type="SpriteFrames" id="SpriteFrames_y4r1p"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fjrip")
}],
"loop": true,
"name": &"banked",
"speed": 15.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_smehm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ur7pv")
}],
"loop": true,
"name": &"fwd",
"speed": 15.0
}]
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("5_ohfsq")
region = Rect2(0, 0, 15, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("5_ohfsq")
region = Rect2(15, 0, 15, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("5_ohfsq")
region = Rect2(30, 0, 15, 8)
[sub_resource type="SpriteFrames" id="SpriteFrames_3v2ag"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y4r1p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d2wvv")
}],
"loop": true,
"name": &"stock",
"speed": 15.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_qlg0r"]
size = Vector2(24, 10)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_tuyoq"]
size = Vector2(24, 30)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
size = Vector2(6, 5.75)
[node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_3ef36")
[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
unique_name_in_owner = true
texture = ExtResource("3_63g5k")
hframes = 3
region_rect = Rect2(0, 0, 62, 24.370766)
[node name="Thrusters" type="AnimatedSprite2D" parent="Ship" unique_id=2096876587]
position = Vector2(0, 15)
sprite_frames = SubResource("SpriteFrames_y4r1p")
animation = &"fwd"
autoplay = "fwd"
[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
unique_name_in_owner = true
visible = false
position = Vector2(0.5, -16)
sprite_frames = SubResource("SpriteFrames_3v2ag")
animation = &"stock"
autoplay = "stock"
[node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273]
unique_name_in_owner = true
position = Vector2(0, -17)
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]
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]
position = Vector2(0, 2)
shape = SubResource("RectangleShape2D_dqkch")
debug_color = Color(0.9843137, 0, 0, 0.80784315)
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
[node name="InputComponent" type="Node" parent="." unique_id=2022056363]
unique_name_in_owner = true
script = ExtResource("4_14jeh")
metadata/_custom_type_script = "uid://dss0dbwr71y6m"
[node name="MovementComponent" type="Node" parent="." unique_id=964075256 node_paths=PackedStringArray("player")]
unique_name_in_owner = true
script = ExtResource("6_l5qtw")
player = NodePath("..")
metadata/_custom_type_script = "uid://c0rikbakpcags"
[node name="ShootComponent" type="Node" parent="." unique_id=623642425]
unique_name_in_owner = true
script = ExtResource("7_63g5k")
metadata/_custom_type_script = "uid://bgd1hwindc2ui"
[node name="WeaponComponent" type="Node" parent="." unique_id=1648685183]
unique_name_in_owner = true
script = ExtResource("8_ohfsq")
weapon_current = ExtResource("2_l5qtw")
metadata/_custom_type_script = "uid://ylmao2ndp22y"
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

View file

@ -1,15 +1,24 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"] [gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_hsma2"] [ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_hsma2"]
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/shot_stock.tres" id="2_ckjv1"] [ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_mvdrj"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"] [ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]
[sub_resource type="Resource" id="Resource_pax02"]
script = ExtResource("2_mvdrj")
shot_name = "Stock"
damage = 3
speed = -350
projectiles = 1
cooldown = 0.0
metadata/_custom_type_script = "uid://ccdohs4gduee5"
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(6, 14) size = Vector2(6, 14)
[node name="StockWeapon" type="Area2D" unique_id=1832200900] [node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_hsma2") script = ExtResource("1_hsma2")
shot_data = ExtResource("2_ckjv1") shot_data = SubResource("Resource_pax02")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225] [node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
texture = ExtResource("3_mvdrj") texture = ExtResource("3_mvdrj")

View file

@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://b2ltmeb14nc17"] [gd_scene format=3 uid="uid://b2ltmeb14nc17"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_kx6bj"] [ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_kx6bj"]
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/shot_stock.tres" id="2_hefae"] [ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_hefae"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_58qml"] [ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_58qml"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]

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@ -0,0 +1,11 @@
class_name InputComponent extends Node
var move_dir: Vector2 = Vector2.ZERO
var shoot_pressed: bool = false
var shooting: 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")

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@ -0,0 +1 @@
uid://dss0dbwr71y6m

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@ -0,0 +1,46 @@
class_name MovementComponent extends Node
@export var player: Area2D
@export var speed: float = 275
@export var bounds_x: int = 12
@export var bounds_y: int = 12
@onready var weapon_component: WeaponComponent = %WeaponComponent
@onready var screensize = get_viewport().content_scale_size
var input = Input.get_vector("left", "right", "up","down")
func tick(delta: float):
# Check to see if there's a player to move
if player == null: return
# Calculate ship to bullet displacemnt
player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_component.bullet_data.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_component.bullet_data.projectile_spacing)
# Thruster animation in relation to player movement
if input.x > 0:
player.position.x = player.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
player.position.x = player.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
player.position.x = player.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
player.previous_position = player.position
# Move player within screenbounds
player.position += input * speed * delta
player.position = player.position.clamp(Vector2i(bounds_x,bounds_y), screensize - Vector2i(bounds_x,bounds_y))

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@ -0,0 +1 @@
uid://c0rikbakpcags

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@ -87,7 +87,7 @@ func _on_weapon_cooldown_timeout() -> void:
func shoot(): func shoot():
var projectiles: int = 4 var projectiles: int = 3
const PROJECTILE_SPACING: float = 10 const PROJECTILE_SPACING: float = 10
const MUZZLE_HEIGHT: int = -23 const MUZZLE_HEIGHT: int = -23
for b in projectiles: for b in projectiles:
@ -99,7 +99,7 @@ func shoot():
# Get weapon speed and spacing for equidistant calculations # Get weapon speed and spacing for equidistant calculations
weapon_rate = bullet.shot_data.rate weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.spacing weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = abs(bullet.shot_data.speed) bullet_speed = abs(bullet.shot_data.speed)
# Print which weapon is firing # Print which weapon is firing

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@ -0,0 +1,33 @@
class_name Player extends Area2D
@onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
@export var can_shoot: bool = true
@export var is_shooting: bool = false
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
func _process(delta) -> void:
# Read Controls
input_component.update()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)
# Set up shooting
if input_component.shooting:
is_shooting = true
if travel > weapon_component.bullet_data.projectile_spacing:
shoot_component.shoot()
travel -= weapon_component.bullet_data.projectile_spacing
else: is_shooting = false

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@ -0,0 +1 @@
uid://dulfr27gg4evl

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@ -11,4 +11,5 @@ extends Resource
@export var projectiles: int = 2 @export var projectiles: int = 2
@export var rate: float = 0.1 @export var rate: float = 0.1
@export var cooldown: float = 0.25 @export var cooldown: float = 0.25
@export var spacing: float = 35 @export var projectile_spacing: float = 35
@export var projectile_origin: int = -23

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@ -0,0 +1,34 @@
class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent
@onready var player: Player = $".."
var travel: float = 0
var weapon_spacing: float = 0.1
func shoot():
# Continuous fire
if player.is_shooting == true:
# Adjust bullet spacing before firing
for b in range(weapon_component.bullet_data.projectiles):
# Instantiate the bullets
var bullet = weapon_component.weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = player.position + Vector2((b - (weapon_component.bullet_data.projectiles - 1) / 2.0) * weapon_component.bullet_data.projectile_spacing, weapon_component.bullet_data.projectile_origin)
## Get weapon speed and spacing for equidistant calculations
#weapon_rate = bullet.weapon_component.bullet_data.rate
#weapon_spacing = bullet.weapon_component.bullet_data.projectile_spacing
#bullet.weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

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@ -0,0 +1 @@
uid://bgd1hwindc2ui

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@ -0,0 +1,21 @@
class_name WeaponComponent extends Node
@export var weapon_current : PackedScene
#@export var projectile_origin: int = -23
var bullet_data: PlayerShot = load("res://resources/player_weapons/shot_stock_static.tres")
#@export_category("Temp Bullet Data")
#@export var projectiles: int = 3
#@export var projectile_spacing: float = 10
#var damage: int = 0
#var speed: int = 135
#var projectiles: int = 2
#var rate: float = 0.1
#var cooldown: float = 0.25
#var projectile_spacing: float = 10

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@ -0,0 +1 @@
uid://ylmao2ndp22y