diff --git a/graphics/spread.png b/graphics/spread.png new file mode 100644 index 0000000..a45b2ec Binary files /dev/null and b/graphics/spread.png differ diff --git a/graphics/spread.png.import b/graphics/spread.png.import new file mode 100644 index 0000000..24193a1 --- /dev/null +++ b/graphics/spread.png.import @@ -0,0 +1,40 @@ +[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 2402a23..9c7cec1 100644 --- a/project.godot +++ b/project.godot @@ -13,6 +13,7 @@ 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 new file mode 100644 index 0000000..d8bd944 --- /dev/null +++ b/resources/effects/flash_weapon_change.tres @@ -0,0 +1,8 @@ +[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 new file mode 100644 index 0000000..40fac80 --- /dev/null +++ b/resources/effects/invincibility_blink.tres @@ -0,0 +1,13 @@ +[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 new file mode 100644 index 0000000..bba67ae --- /dev/null +++ b/resources/player_weapon_resources/patterns/fwd.tres @@ -0,0 +1,10 @@ +[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 new file mode 100644 index 0000000..a3937f2 --- /dev/null +++ b/resources/player_weapon_resources/patterns/phallanx.tres @@ -0,0 +1,12 @@ +[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 new file mode 100644 index 0000000..bb4794c --- /dev/null +++ b/resources/player_weapon_resources/spread.tres @@ -0,0 +1,18 @@ +[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 e8b91cb..79f8f83 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -1,6 +1,7 @@ [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] @@ -8,9 +9,7 @@ script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 -speed = 500 -spacing = 25.0 -origin = -15 -horizontal_offset = 10.0 -stagger_offset = 0.35 +speed = 650 +horizontal_offset = 12.0 +stagger_offset = 0.0 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index 0b63301..c16b614 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -1,6 +1,7 @@ [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] @@ -8,11 +9,9 @@ script = ExtResource("2_syw6j") shot_name = "tri" bullet_scene = ExtResource("1_07hyh") damage = 3 -speed = 450 +speed = 700 projectiles = 3 -spacing = 30.0 -origin = -15 -horizontal_offset = 8.5 -stagger_offset = 0.2 +horizontal_offset = 12.5 +stagger_offset = 0.35 stagger_animation = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres new file mode 100644 index 0000000..1e62887 --- /dev/null +++ b/resources/player_weapon_resources/vanguard+.tres @@ -0,0 +1,21 @@ +[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 dcb3580..006c9a5 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -2,6 +2,7 @@ [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") @@ -10,8 +11,6 @@ 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 new file mode 100644 index 0000000..e00466e --- /dev/null +++ b/scenes/EffectComponent.tscn @@ -0,0 +1,6 @@ +[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 982c58f..4180e5e 100644 --- a/scenes/notification_display.tscn +++ b/scenes/notification_display.tscn @@ -11,7 +11,8 @@ icon = NodePath("HBoxContainer/Icon") label = NodePath("HBoxContainer/Label") [node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504] -layout_mode = 0 +layout_mode = 1 +theme_override_constants/separator = 4 [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 f61a309..ace3c7a 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -19,6 +19,10 @@ 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 @@ -50,3 +54,4 @@ 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 b78146a..c240cfb 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -10,8 +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"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -92,6 +96,8 @@ 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") @@ -146,6 +152,10 @@ 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") @@ -154,7 +164,14 @@ 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")]) +available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7"), ExtResource("14_oprun")]) +weapon_change_flash = SubResource("Resource_jej6c") metadata/_custom_type_script = "uid://ylmao2ndp22y" +[node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")] +unique_name_in_owner = true +script = ExtResource("12_effcomp") +target_node = NodePath("../Ship") +metadata/_custom_type_script = "uid://65d3hbrpm21x" + [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd index d1f5198..95077ca 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -10,6 +10,9 @@ 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 @@ -20,8 +23,13 @@ func _process(delta): if !is_active and current_time >= fire_time: activate() - # Move the bullet - position.y -= shot_data.speed * delta + # Move the bullet every frame; stagger controls visibility, not movement + var velocity = Vector2.UP.rotated(deg_to_rad(angle)) * shot_data.speed + position += velocity * delta + + # Rotate sprite to face travel direction when conditions are met + if shot_data.follow_angle and shot_data.projectiles > 2 and shot_data.spread_angle > 0: + $AnimatedSprite2D.rotation = deg_to_rad(angle) func activate(): is_active = true diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 5eddb30..4478174 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(6.666667, 14) +size = Vector2(10, 16) [node name="StockWeapon" type="Area2D" unique_id=1832200900] script = ExtResource("1_u1d5o") diff --git a/scenes/world.tscn b/scenes/world.tscn index 616c55d..515828a 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -5,6 +5,7 @@ [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] @@ -14,6 +15,13 @@ 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 new file mode 100644 index 0000000..60aaad1 --- /dev/null +++ b/scripts/effects/base_effect.gd @@ -0,0 +1,22 @@ +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 new file mode 100644 index 0000000..221b0c2 --- /dev/null +++ b/scripts/effects/base_effect.gd.uid @@ -0,0 +1 @@ +uid://cs7xpxd1vpl56 diff --git a/scripts/effects/blinker_effect.gd b/scripts/effects/blinker_effect.gd new file mode 100644 index 0000000..9684619 --- /dev/null +++ b/scripts/effects/blinker_effect.gd @@ -0,0 +1,90 @@ +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 new file mode 100644 index 0000000..c87f585 --- /dev/null +++ b/scripts/effects/blinker_effect.gd.uid @@ -0,0 +1 @@ +uid://cj4grtaun2h5a diff --git a/scripts/effects/flash_effect.gd b/scripts/effects/flash_effect.gd new file mode 100644 index 0000000..d681dd7 --- /dev/null +++ b/scripts/effects/flash_effect.gd @@ -0,0 +1,105 @@ +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 new file mode 100644 index 0000000..79af5c6 --- /dev/null +++ b/scripts/effects/flash_effect.gd.uid @@ -0,0 +1 @@ +uid://deak7vcr7ss5l diff --git a/scripts/effects_component.gd b/scripts/effects_component.gd new file mode 100644 index 0000000..361641f --- /dev/null +++ b/scripts/effects_component.gd @@ -0,0 +1,34 @@ +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 new file mode 100644 index 0000000..16a022f --- /dev/null +++ b/scripts/effects_component.gd.uid @@ -0,0 +1 @@ +uid://65d3hbrpm21x diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 0539438..921c2d6 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.spacing) + player.travel = clamp(player.travel, 0, 1.9 * weapon_system.projectile_vertical_spacing) # Thruster animation in relation to player movement if input.x > 0: @@ -30,16 +30,19 @@ 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 2150af8..4dbbc48 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -13,7 +13,19 @@ 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 @@ -40,9 +52,8 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s _update_position() var target_pos = position - # Start 10px above destination, fully transparent + # Start 10px above destination (already transparent from line 17) position.y = target_pos.y - 10.0 - modulate.a = 0.0 # Create connector line immediately so it fades in with the notification _connector_line = Line2D.new() diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index eb6a2a9..bf783c1 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -2,48 +2,89 @@ 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.spacing: + if player.travel > weapon_data.projectile_vertical_spacing: + _shoot_standard(weapon_data, current_time) + _shoot_grouped(weapon_data, current_time) - # Calculate center index for symmetrical staggering - var center_index = (total_projectiles - 1) / 2.0 + # Reset travel after firing to prevent multiple bursts per tap + player.travel = 0.0 - 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) - # Calculate index relative to center (0 = center, -1/+1 = first from center) - var index_from_center: float = b - center_index +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 timing offset for staggered firing - var time_offset: float = index_from_center * weapon_data.stagger_offset + # 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 horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - # 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 +# Standard projectile logic (delegates to WeaponFireHelper) +func _shoot_standard(weapon_data: WeaponShot, current_time: float): + var total_projectiles: int = weapon_data.projectiles - # 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)) + 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) - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset + # 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 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 + # Offset animation playback per projectile if enabled + if weapon_data.stagger_animation: + bullet.set_animation_offset(props.animation_offset) + + +# Grouped projectile logic (delegates to WeaponFireHelper) +func _shoot_grouped(weapon_data: WeaponShot, current_time: float): + for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null): + for b in range(group.bullet_count): + var bullet := weapon_data.bullet_scene.instantiate() as Area2D + get_tree().root.add_child(bullet) + + # Apply computed properties for the original bullet + var spawn_position = _get_spawn_position(weapon_data) + var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false) + bullet.position = props.position + bullet.angle = props.angle + bullet.time_offset = props.time_offset + bullet.fire_time = props.fire_time + bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + if weapon_data.stagger_animation: + bullet.set_animation_offset(props.animation_offset) + + # If mirroring is enabled, fire a mirrored copy + if group.mirror: + var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D + get_tree().root.add_child(mirror_bullet) + + # Apply computed properties for the mirrored bullet + var mirror_spawn = _get_spawn_position(weapon_data) + var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true) + mirror_bullet.position = mirror_props.position + mirror_bullet.angle = mirror_props.angle + mirror_bullet.time_offset = mirror_props.time_offset + mirror_bullet.fire_time = mirror_props.fire_time + mirror_bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) if weapon_data.stagger_animation: - 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 + mirror_bullet.set_animation_offset(mirror_props.animation_offset) diff --git a/scripts/utility/fps_display.gd b/scripts/utility/fps_display.gd new file mode 100644 index 0000000..b58041a --- /dev/null +++ b/scripts/utility/fps_display.gd @@ -0,0 +1,15 @@ +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 new file mode 100644 index 0000000..3f9ff74 --- /dev/null +++ b/scripts/utility/fps_display.gd.uid @@ -0,0 +1 @@ +uid://eblemtukrey6 diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 37dc306..1442102 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -2,9 +2,12 @@ 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 @@ -18,7 +21,7 @@ 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 = weapon_data.origin if weapon_data else 0.0 + var origin_offset: float = weapon_data.origin if weapon_data else 0.0 EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) @@ -28,18 +31,24 @@ func get_bullet_scene() -> PackedScene: func get_weapon_resource() -> Resource: return weapon_data -func select_weapon_by_name(name: String) -> bool: +func select_weapon_by_name(weapon_name: String) -> bool: for i in range(available_weapons.size()): - if available_weapons[i].shot_name == name: + if available_weapons[i].shot_name == weapon_name: _current_weapon_index = i weapon_data = available_weapons[i] - print("Switched to: ", name) + print("Switched to: ", weapon_name) _emit_weapon_changed() + _trigger_change_flash() return true return false +func _trigger_change_flash() -> void: + if weapon_change_flash and effects_component: + effects_component.apply_effect(weapon_change_flash) + + func cycle_weapon() -> void: # Used for testing weapon cycling if available_weapons.is_empty(): @@ -50,3 +59,4 @@ 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 new file mode 100644 index 0000000..6da3c5d --- /dev/null +++ b/scripts/weapon_fire_helper.gd @@ -0,0 +1,129 @@ +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 new file mode 100644 index 0000000..7261b18 --- /dev/null +++ b/scripts/weapon_fire_helper.gd.uid @@ -0,0 +1 @@ +uid://bpcv2ojtyityc diff --git a/scripts/weapon_projectile_group.gd b/scripts/weapon_projectile_group.gd new file mode 100644 index 0000000..3e7f6a3 --- /dev/null +++ b/scripts/weapon_projectile_group.gd @@ -0,0 +1,23 @@ +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 new file mode 100644 index 0000000..65a3b0d --- /dev/null +++ b/scripts/weapon_projectile_group.gd.uid @@ -0,0 +1 @@ +uid://d0ios82vubijg diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index c535924..8abc83d 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -1,23 +1,84 @@ class_name WeaponShot extends Resource -@export_category("Parameters") + +@export_group("Weapon") + + +# Human-readable name for reference in UI and logs. @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 -@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 +# PackedScene reference to the bullet / projectile scene instantiated on fire. +@export var bullet_scene: PackedScene -@export_category("Effects") -# Offset animation playback per projectile index + +@export_subgroup("Launch") + + +# Damage dealt by a single projectile instance. +@export_range(1, 100, 1) var damage: int = 1 + +# Travel speed of projectiles in pixels per second. +@export_range(50, 2000, 10) var speed: int = 135 + +# Number of projectiles fired in a burst pattern. +@export_range(1, 20, 1) var projectiles: int = 2 + + +@export_subgroup("Spawn Geometry") + + +# Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). +# This parameter has a dual role: spatial (computing the ^ burst geometry) and temporal +# (serving as the burst-gating threshold in ShootComponent.shoot()). When compensate_spawn_geometry +# is enabled, this parameter is overridden by geometric compensation for spatial calculations; +# temporal behavior remains unchanged and continues to use this value. +@export_range(10, 200, 0.5) var projectile_vertical_spacing: float = 35 + +# Vertical offset from the top of the player's sprite where bullets spawn. +# Measured in pixels; negative values fire in front of (above) the ship, +# positive values fire behind (below) it. The default of -25 places the +# burst 25 pixels above the sprite's top edge. +@export_range(-200, 200, 0.5) var origin: float = -25.0 + + +@export_subgroup("Spread") + + +# Horizontal distance between adjacent projectiles in a burst. +@export_range(0, 100, 0.25) var horizontal_offset: float = 6.5 + +# Total spread angle in degrees (only applied when projectiles >= 3). +@export_range(0, 360, 0.5) var spread_angle: float = 0.0 + +# Time delay per projectile index in a burst. +@export_range(0.01, 5.0, 0.05) var stagger_offset: float = 0.25 + +# When enabled, adjusts spawn vertical offsets so the geometric line +# from the center bullet to each outer bullet matches their velocity +# direction. Eliminates the optical illusion where the spread appears +# wider than the actual bullet trajectories (e.g. vanguard+). See the +# Debugging Checklist for the vertical offset pitfall on standard shots. +## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY! +@export var compensate_spawn_geometry: bool = false + + +@export_subgroup("Timing") + + +# Offset animation playback per projectile index. @export var stagger_animation: bool = false + + +@export_subgroup("Effects") + + +# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0). +@export var follow_angle: bool = false + + +@export_subgroup("Groups") + + +# Array of projectile groups defining layered, multi-directional fire patterns. +@export var groups: Array[WeaponProjectileGroup] = [] diff --git a/shaders/flash.gdshader b/shaders/flash.gdshader new file mode 100644 index 0000000..83fcd33 --- /dev/null +++ b/shaders/flash.gdshader @@ -0,0 +1,44 @@ +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 new file mode 100644 index 0000000..82bde5d --- /dev/null +++ b/shaders/flash.gdshader.uid @@ -0,0 +1 @@ +uid://dp4svqyxg1dum