diff --git a/project.godot b/project.godot index 8a275f5..da358b6 100644 --- a/project.godot +++ b/project.godot @@ -12,7 +12,7 @@ config_version=5 config/name="Facsimile Wing" run/main_scene="uid://bj4fytc3sy482" -config/features=PackedStringArray("4.7", "Forward Plus") +config/features=PackedStringArray("4.6", "Forward Plus") config/icon="res://icon.svg" [display] @@ -52,11 +52,6 @@ shoot={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null) ] } -cycle={ -"deadzone": 0.2, -"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) -] -} [physics] diff --git a/resources/player_weapon_resources/weapon_shot.gd b/resources/player_weapon_resources/weapon_shot.gd index 70c167a..e8e4317 100644 --- a/resources/player_weapon_resources/weapon_shot.gd +++ b/resources/player_weapon_resources/weapon_shot.gd @@ -14,4 +14,4 @@ extends Resource @export_category("Spread") @export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles -@export var stagger_offset: float = 0.1 # Time delay per projectile index +@export var stagger_offset: float = 5 # Time delay per projectile index diff --git a/resources/player_weapon_resources/weapon_shot_spread.tres b/resources/player_weapon_resources/weapon_shot_spread.tres deleted file mode 100644 index 2bcbdce..0000000 --- a/resources/player_weapon_resources/weapon_shot_spread.tres +++ /dev/null @@ -1,17 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://bhc6aja38vyr"] - -[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_bullet"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapon_resources/weapon_shot.gd" id="2_script"] - -[resource] -script = ExtResource("2_script") -shot_name = "Spread Shot" -bullet_scene = ExtResource("1_bullet") -damage = 1 -speed = 450 -projectiles = 5 -spacing = 30.0 -origin = -15 -horizontal_offset = 10.0 -stagger_offset = 0.2 -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/player.gd b/scenes/player.gd index f61a309..6439eb4 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -20,7 +20,7 @@ var ship_displacement: float var travel: float = 0 func _ready() -> void: - + ## Set initial start position position = Vector2(screensize.x / 2, screensize.y - 45) @@ -37,16 +37,12 @@ func _process(delta) -> void: if is_shooting == true: shoot_component.shoot() $%MuzzleFlash.show() - + if is_shooting == false: $%MuzzleFlash.hide() - - + + # Read Movement Component movement_component.input = input_component.move_dir movement_component.tick(delta) - - # Cycle weapon (testing key) - if input_component.cycle_weapon: - weapon_component.cycle_weapon() diff --git a/scenes/player.tscn b/scenes/player.tscn index c8b82bf..e60f549 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -8,9 +8,6 @@ [ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"] [ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"] [ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"] -[ext_resource type="Resource" uid="uid://b75ae840k03dy" path="res://resources/player_weapon_resources/weapon_shot_stock.tres" id="8_stock"] -[ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/weapon_shot_spread.tres" id="9_ur7pv"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapon_resources/weapon_shot.gd" id="10_d2wvv"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -37,7 +34,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_fjrip") }], -"loop": 1, +"loop": true, "name": &"banked", "speed": 15.0 }, { @@ -48,7 +45,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_ur7pv") }], -"loop": 1, +"loop": true, "name": &"fwd", "speed": 15.0 }] @@ -77,7 +74,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_d2wvv") }], -"loop": 1, +"loop": true, "name": &"stock", "speed": 15.0 }] @@ -93,6 +90,9 @@ size = Vector2(6, 5.75) [node name="Player" type="Area2D" unique_id=652131079] script = ExtResource("1_ur7pv") +can_shoot = null +is_shooting = null +muzzle_flash = null [node name="Ship" type="Sprite2D" parent="." unique_id=1155866924] unique_name_in_owner = true @@ -148,12 +148,11 @@ metadata/_custom_type_script = "uid://c0rikbakpcags" [node name="ShootComponent" type="Node" parent="." unique_id=623642425] unique_name_in_owner = true script = ExtResource("6_y4r1p") +metadata/_custom_type_script = "uid://bgd1hwindc2ui" [node name="WeaponComponent" type="Node" parent="." unique_id=1648685183] unique_name_in_owner = true script = ExtResource("7_d2wvv") -weapon_data = ExtResource("9_ur7pv") -available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("9_ur7pv")]) metadata/_custom_type_script = "uid://ylmao2ndp22y" [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] diff --git a/scenes/player_weapons/weapon_spreadshot.tscn b/scenes/player_weapons/weapon_spreadshot.tscn deleted file mode 100644 index 2158693..0000000 --- a/scenes/player_weapons/weapon_spreadshot.tscn +++ /dev/null @@ -1,53 +0,0 @@ -[gd_scene format=3 uid="uid://clpyd8qfwthk2"] - -[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_nx6aw"] -[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_s6ult"] - -[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"] -atlas = ExtResource("2_s6ult") -region = Rect2(0, 0, 7, 11) - -[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"] -atlas = ExtResource("2_s6ult") -region = Rect2(7, 0, 7, 11) - -[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"] -atlas = ExtResource("2_s6ult") -region = Rect2(14, 0, 7, 11) - -[sub_resource type="SpriteFrames" id="SpriteFrames_fdubj"] -animations = [{ -"frames": [{ -"duration": 1.0, -"texture": SubResource("AtlasTexture_5bykt") -}, { -"duration": 1.0, -"texture": SubResource("AtlasTexture_vsqoq") -}, { -"duration": 1.0, -"texture": SubResource("AtlasTexture_yqx5m") -}], -"loop": 1, -"name": &"default", -"speed": 24.0 -}] - -[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] -size = Vector2(6.666667, 14) - -[node name="StockWeapon" type="Area2D" unique_id=1832200900] -script = ExtResource("1_nx6aw") - -[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1831184252] -scale = Vector2(1.5, 1.5) -sprite_frames = SubResource("SpriteFrames_fdubj") -autoplay = "default" -frame_progress = 0.35886022 - -[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059] -shape = SubResource("RectangleShape2D_mvdrj") - -[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716] -rect = Rect2(-3, -7, 6, 14) - -[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"] diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 5eddb30..364ec6a 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/player_weapons/weapon_stock.tscn @@ -27,7 +27,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_yqx5m") }], -"loop": 1, +"loop": true, "name": &"default", "speed": 24.0 }] diff --git a/scripts/input_component.gd b/scripts/input_component.gd index f182984..83131e6 100644 --- a/scripts/input_component.gd +++ b/scripts/input_component.gd @@ -3,12 +3,13 @@ class_name InputComponent extends Node var move_dir: Vector2 = Vector2.ZERO var shoot_pressed: bool = false var shooting: bool = false -var cycle_weapon: bool = false + func update() -> void: move_dir = Input.get_vector("left", "right", "up", "down") shoot_pressed = Input.is_action_just_pressed("shoot") shooting = Input.is_action_pressed("shoot") + # Development Keys - cycle_weapon = Input.is_action_just_pressed("cycle") + # Cycle Available Weapons diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 0539438..18ebdb2 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -17,7 +17,7 @@ func tick(delta: float): if player == null: return # Shorten variable for accessing weapon_component for clarity - var weapon_system = weapon_component.weapon_data + var weapon_system = weapon_component.data # Calculate ship to bullet displacement player.ship_displacement = player.position.y - player.previous_position.y diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 9fa5479..b3bd5b3 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -1,10 +1,13 @@ class_name ShootComponent extends Node +@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds) +@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index + @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." func shoot(): - var weapon_data = weapon_component.weapon_data + var weapon_data = weapon_component.data # WeaponShot resource configuration var current_time = Time.get_ticks_msec() / 1000.0 var total_projectiles = weapon_data.projectiles @@ -15,14 +18,15 @@ func shoot(): if total_projectiles > 0: for b in range(total_projectiles): - var bullet := weapon_data.bullet_scene.instantiate() as Area2D + var bullet_scene = weapon_data.bullet_scene + var bullet := 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 # Calculate timing offset for staggered firing - var time_offset: float = index_from_center * weapon_data.stagger_offset + var time_offset: float = index_from_center * stagger_offset # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset @@ -38,7 +42,7 @@ func shoot(): bullet.time_offset = time_offset bullet.fire_time = current_time + time_offset - # Set the bullet data + # Set the bullet data (this is what was missing) bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) # Subtract projectile spacing from current Player travel for next shot diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index f443855..e88e83b 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -1,20 +1,34 @@ class_name WeaponComponent extends Node -@export var weapon_data: WeaponShot = null -@export var available_weapons: Array[WeaponShot] = [] +enum WeaponType { + STOCK, + NONE, +} -var _current_weapon_index: int = 0 +@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK + +var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") func get_bullet_scene() -> PackedScene: - return weapon_data.bullet_scene if weapon_data else null + if loaded_weapon == WeaponType.STOCK: + return preload("res://scenes/player_weapons/weapon_stock.tscn") + else: + return null func get_weapon_resource() -> Resource: - return weapon_data + var weapon_resource_path: String -func cycle_weapon() -> void: - if available_weapons.is_empty(): - return + if loaded_weapon == WeaponType.STOCK: + weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres" + data = load(weapon_resource_path) + return data + else: + return null - _current_weapon_index = (_current_weapon_index + 1) % available_weapons.size() - weapon_data = available_weapons[_current_weapon_index] - print("Switched to: ", weapon_data.shot_name) + +#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") + + + +#func get_bullet_scene() -> PackedScene: + #return data.weapon_shot # Reference to the Shot scene from the resource