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37 changed files with 425 additions and 340 deletions

108
Deprecated/_player.gd Normal file
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@ -0,0 +1,108 @@
extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
#var ship = %Ship
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
var bullet_speed: int = 150
@export var weapon_current : PackedScene
#var weapon_current = load("res://scenes/stock_weapon.tscn")
var weapon_cooldown = Timer
var weapon_rate: float = 0.1
var weapon_timer: float = 0.0
var weapon_spacing: float = 0.1
@onready var screensize = get_viewport_rect().size
@onready var muzzle_damage = %MuzzleBox
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + abs(ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
if input.x > 0:
%Ship/Thrusters.position.x = $Ship.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship/Thrusters.position.x = $Ship.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.position.x = $Ship.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
previous_position = position
# Move the ship based on input within the screen bounds
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Enable muzzle damage hitbox upon firing
if Input.is_action_pressed("shoot"):
is_shooting = true
muzzle_damage.set("disabled", false)
else:
is_shooting = false
if is_shooting == true:
%MuzzleFlash.show()
%Ship/MuzzleFlash.animation = "stock"
# Adjust bullet spacing before firing
if travel > weapon_spacing:
shoot()
travel -= weapon_spacing
if is_shooting == false:
%MuzzleFlash.hide()
muzzle_damage.set("disabled", true)
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
var projectiles: int = 3
const PROJECTILE_SPACING: float = 10
const MUZZLE_HEIGHT: int = -23
for b in projectiles:
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (projectiles - 1) / 2.0) * PROJECTILE_SPACING, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations
weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = bullet.shot_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

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@ -0,0 +1 @@
uid://otm88638j7f8

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@ -1,29 +1,24 @@
[gd_scene format=3 uid="uid://6wq3ynesnsha"] [gd_scene format=3 uid="uid://coix5dqblmu7r"]
[ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scripts/player_component.gd" id="1_3ef36"] [ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://Deprecated/player_refactor.gd" id="1_qlg0r"]
[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="2_qhqgy"]
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="3_63g5k"] [ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
[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="5_qlg0r"]
[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"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("4_tg2o1") atlas = ExtResource("5_qlg0r")
region = Rect2(28, 0, 14, 6) region = Rect2(28, 0, 14, 6)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"] [sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
atlas = ExtResource("4_tg2o1") atlas = ExtResource("5_qlg0r")
region = Rect2(42, 0, 14, 6) region = Rect2(42, 0, 14, 6)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"] [sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("4_tg2o1") atlas = ExtResource("5_qlg0r")
region = Rect2(1, 0, 14, 6) region = Rect2(1, 0, 14, 6)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"] [sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
atlas = ExtResource("4_tg2o1") atlas = ExtResource("5_qlg0r")
region = Rect2(15, 0, 14, 6) region = Rect2(15, 0, 14, 6)
[sub_resource type="SpriteFrames" id="SpriteFrames_y4r1p"] [sub_resource type="SpriteFrames" id="SpriteFrames_y4r1p"]
@ -52,15 +47,15 @@ animations = [{
}] }]
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"] [sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("5_ohfsq") atlas = ExtResource("4_dqkch")
region = Rect2(0, 0, 15, 8) region = Rect2(0, 0, 15, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"] [sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("5_ohfsq") atlas = ExtResource("4_dqkch")
region = Rect2(15, 0, 15, 8) region = Rect2(15, 0, 15, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"] [sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("5_ohfsq") atlas = ExtResource("4_dqkch")
region = Rect2(30, 0, 15, 8) region = Rect2(30, 0, 15, 8)
[sub_resource type="SpriteFrames" id="SpriteFrames_3v2ag"] [sub_resource type="SpriteFrames" id="SpriteFrames_3v2ag"]
@ -90,11 +85,11 @@ size = Vector2(24, 30)
size = Vector2(6, 5.75) size = Vector2(6, 5.75)
[node name="Player" type="Area2D" unique_id=652131079] [node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_3ef36") script = ExtResource("1_qlg0r")
[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924] [node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
unique_name_in_owner = true unique_name_in_owner = true
texture = ExtResource("3_63g5k") texture = ExtResource("2_qhqgy")
hframes = 3 hframes = 3
region_rect = Rect2(0, 0, 62, 24.370766) region_rect = Rect2(0, 0, 62, 24.370766)
@ -106,7 +101,6 @@ autoplay = "fwd"
[node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038] [node name="MuzzleFlash" type="AnimatedSprite2D" parent="Ship" unique_id=1584132038]
unique_name_in_owner = true unique_name_in_owner = true
visible = false
position = Vector2(0.5, -16) position = Vector2(0.5, -16)
sprite_frames = SubResource("SpriteFrames_3v2ag") sprite_frames = SubResource("SpriteFrames_3v2ag")
animation = &"stock" animation = &"stock"
@ -131,27 +125,4 @@ debug_color = Color(0.9843137, 0, 0, 0.80784315)
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170] [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("..")
speed = 200.0
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"] [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

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@ -13,7 +13,7 @@ var travel: float = 0
var bullet_speed: int = 150 var bullet_speed: int = 150
var weapon_spacing: float = 0.1 var weapon_spacing: float = 0.1
@export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn") @export var weapon_current : PackedScene = preload("res://scenes/weapon_stock.tscn")
#var weapon_current = load("res://scenes/stock_weapon.tscn") #var weapon_current = load("res://scenes/stock_weapon.tscn")
#var weapon_cooldown = Timer #var weapon_cooldown = Timer
@ -101,7 +101,7 @@ func shoot():
# Instantiate the bullets # Instantiate the bullets
var bullet = weapon_current.instantiate() var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
prints(bullet_resource.speed,bullet_resource.projectiles, bullet_resource.projectile_spacing) #prints(bullet.speed,bullet.projectiles, bullet.projectile_spacing)
bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT) bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations # Get weapon speed and spacing for equidistant calculations
@ -110,6 +110,6 @@ func shoot():
#bullet_speed = bullet_resource.speed #bullet_speed = bullet_resource.speed
# Print which weapon is firing # Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired") #prints(bullet.shot_data.shot_name, "weapon fired")
#travel -= weapon_spacing #travel -= weapon_spacing

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@ -0,0 +1,15 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
func _process(delta):
#Calculation position along Y axis
position.y -= shot_data.speed * delta # Original Speed
#position.y -= 330 * delta # non-shot_data testing
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()

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@ -1,23 +1,13 @@
[gd_scene format=3 uid="uid://b2ltmeb14nc17"] [gd_scene format=3 uid="uid://b2ltmeb14nc17"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_kx6bj"] [ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://Deprecated/stock_weapon.gd" id="1_kx6bj"]
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_5286c"]
[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="Resource" id="Resource_4ihvg"]
script = ExtResource("2_5286c")
shot_name = "Stock"
speed = 350
projectiles = 3
projectile_spacing = 10.0
metadata/_custom_type_script = "uid://ccdohs4gduee5"
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(12, 8) size = Vector2(12, 8)
[node name="StockWeapon" type="Area2D" unique_id=1832200900] [node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_kx6bj") script = ExtResource("1_kx6bj")
shot_data = SubResource("Resource_4ihvg")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225] [node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
texture = ExtResource("3_58qml") texture = ExtResource("3_58qml")

BIN
graphics/shot_stock.png Normal file

Binary file not shown.

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Width:  |  Height:  |  Size: 297 B

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@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dolmy8bnc8kkt"
path="res://.godot/imported/shot_stock.png-7b8166fc7d450fe427fb3181154c3018.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://graphics/shot_stock.png"
dest_files=["res://.godot/imported/shot_stock.png-7b8166fc7d450fe427fb3181154c3018.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

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@ -11,7 +11,7 @@ config_version=5
[application] [application]
config/name="Facsimile Wing" config/name="Facsimile Wing"
run/main_scene="uid://coix5dqblmu7r" run/main_scene="uid://bj4fytc3sy482"
config/features=PackedStringArray("4.6", "Forward Plus") config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"

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@ -1,11 +0,0 @@
[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_t07sl"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_xc6g1"]
[resource]
script = ExtResource("1_t07sl")
shot_name = "Stock"
speed = 500
spacing = 28.0
metadata/_custom_type_script = "uid://ccdohs4gduee5"

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@ -1,10 +0,0 @@
[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 = 500
metadata/_custom_type_script = "uid://ccdohs4gduee5"

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@ -1,9 +1,9 @@
class_name PlayerShot class_name WeaponShot
extends Resource extends Resource
@export_category("Info") @export_category("Info")
@export var shot_name: String @export var shot_name: String
@export var sprite: Texture2D = preload("res://graphics/shot.png") @export var bullet_scene: PackedScene = null
@export_category("Shot Data") @export_category("Shot Data")
@export var damage: int = 1 @export var damage: int = 1
@ -11,3 +11,7 @@ extends Resource
@export var projectiles: int = 2 @export var projectiles: int = 2
@export var spacing: float = 35 @export var spacing: float = 35
@export var origin: int = -23 @export var origin: int = -23
@export_category("Stagger")
@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
@export var stagger_offset: float = 5 # Time delay per projectile index

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@ -0,0 +1,16 @@
[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"]
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/weapon_stock.tscn" id="1_by0nb"]
[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapons/weapon_shot.gd" id="2_by0nb"]
[resource]
script = ExtResource("2_by0nb")
shot_name = "Stock Shot"
bullet_scene = ExtResource("1_by0nb")
speed = 500
projectiles = 3
spacing = 25.0
origin = -12
horizontal_offset = 8.0
stagger_offset = 0.35
metadata/_custom_type_script = "uid://7n1itonn35fm"

3
scenes/game.gd Normal file
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@ -0,0 +1,3 @@
extends Node2D
@onready var screensize = get_viewport().content_scale_size

1
scenes/game.gd.uid Normal file
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@ -0,0 +1 @@
uid://dkti4uwycpqrs

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@ -1,9 +1,11 @@
[gd_scene format=3 uid="uid://dqd8cxe7aj3b4"] [gd_scene format=3 uid="uid://dqd8cxe7aj3b4"]
[ext_resource type="Script" uid="uid://dkti4uwycpqrs" path="res://scenes/game.gd" id="1_lnu2h"]
[ext_resource type="PackedScene" uid="uid://bj4fytc3sy482" path="res://scenes/world.tscn" id="1_uwrxv"] [ext_resource type="PackedScene" uid="uid://bj4fytc3sy482" path="res://scenes/world.tscn" id="1_uwrxv"]
[ext_resource type="Texture2D" uid="uid://egqbrm636m4h" path="res://graphics/title.png" id="2_yqjtg"] [ext_resource type="Texture2D" uid="uid://egqbrm636m4h" path="res://graphics/title.png" id="2_yqjtg"]
[node name="Game" type="Node2D" unique_id=1673976895] [node name="Game" type="Node2D" unique_id=1673976895]
script = ExtResource("1_lnu2h")
[node name="World" parent="." unique_id=1317852169 instance=ExtResource("1_uwrxv")] [node name="World" parent="." unique_id=1317852169 instance=ExtResource("1_uwrxv")]

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@ -1,108 +1,48 @@
extends Area2D class_name Player extends Area2D
@export var speed: int = 150 # Components managed by Player
@export var shield_max: int = 10 @onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
#var ship = %Ship # Get the viewport size for positioning
@onready var screensize = get_viewport().content_scale_size
var shield: int = 0: set = shield_set # Variables for Player shooting status
var can_shoot: bool = true @export var can_shoot: bool = true
var is_shooting: bool = false @export var is_shooting: bool = false
@export var muzzle_flash: bool = false
# Variables for Player position calculations for equidistant bullets
var previous_position: Vector2 var previous_position: Vector2
var ship_displacement: float var ship_displacement: float
var travel: float = 0 var travel: float = 0
var bullet_speed: int = 150
@export var weapon_current : PackedScene func _ready() -> void:
#var weapon_current = load("res://scenes/stock_weapon.tscn") ## Set initial start position
var weapon_cooldown = Timer position = Vector2(screensize.x / 2, screensize.y - 45)
var weapon_rate: float = 0.1
var weapon_timer: float = 0.0
var weapon_spacing: float = 0.1
@onready var screensize = get_viewport_rect().size func _process(delta) -> void:
@onready var muzzle_damage = %MuzzleBox
# Read Controls
input_component.update()
func _process(delta): # Read Shooting
var input = Input.get_vector("left", "right", "up","down") if input_component.shooting:
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + abs(ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
if input.x > 0:
%Ship/Thrusters.position.x = $Ship.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship/Thrusters.position.x = $Ship.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.position.x = $Ship.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
previous_position = position
# Move the ship based on input within the screen bounds
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Enable muzzle damage hitbox upon firing
if Input.is_action_pressed("shoot"):
is_shooting = true is_shooting = true
muzzle_damage.set("disabled", false) else: is_shooting = false
else:
is_shooting = false
if is_shooting == true: if is_shooting == true:
%MuzzleFlash.show() shoot_component.shoot()
%Ship/MuzzleFlash.animation = "stock" $%MuzzleFlash.show()
# Adjust bullet spacing before firing
if travel > weapon_spacing:
shoot()
travel -= weapon_spacing
if is_shooting == false: if is_shooting == false:
%MuzzleFlash.hide() $%MuzzleFlash.hide()
muzzle_damage.set("disabled", true)
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
var projectiles: int = 3
const PROJECTILE_SPACING: float = 10
const MUZZLE_HEIGHT: int = -23
for b in projectiles:
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (projectiles - 1) / 2.0) * PROJECTILE_SPACING, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations
weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = bullet.shot_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)

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@ -1 +1 @@
uid://otm88638j7f8 uid://dulfr27gg4evl

View file

@ -1,9 +1,13 @@
[gd_scene format=3 uid="uid://coix5dqblmu7r"] [gd_scene format=3 uid="uid://6wq3ynesnsha"]
[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scenes/player_refactor.gd" id="1_qlg0r"] [ext_resource type="Script" uid="uid://dulfr27gg4evl" path="res://scenes/player.gd" id="1_ur7pv"]
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"] [ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"] [ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"] [ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
[ext_resource type="Script" uid="uid://bgd1hwindc2ui" 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"]
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("5_qlg0r") atlas = ExtResource("5_qlg0r")
@ -85,7 +89,10 @@ size = Vector2(24, 30)
size = Vector2(6, 5.75) size = Vector2(6, 5.75)
[node name="Player" type="Area2D" unique_id=652131079] [node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_qlg0r") script = ExtResource("1_ur7pv")
can_shoot = null
is_shooting = null
muzzle_flash = null
[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924] [node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
unique_name_in_owner = true unique_name_in_owner = true
@ -105,6 +112,7 @@ position = Vector2(0.5, -16)
sprite_frames = SubResource("SpriteFrames_3v2ag") sprite_frames = SubResource("SpriteFrames_3v2ag")
animation = &"stock" animation = &"stock"
autoplay = "stock" autoplay = "stock"
speed_scale = 1.75
[node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273] [node name="MuzzleBox" type="CollisionShape2D" parent="." unique_id=1042837273]
unique_name_in_owner = true unique_name_in_owner = true
@ -125,4 +133,26 @@ debug_color = Color(0.9843137, 0, 0, 0.80784315)
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170] [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_smehm")
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("5_ur7pv")
player = NodePath("..")
speed = 200.0
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")
metadata/_custom_type_script = "uid://ylmao2ndp22y"
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

View file

@ -1,14 +0,0 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
@export var shot_data: PlayerShot
func _process(delta):
#Calculation position along Y axis
position.y -= shot_data.speed * delta
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()

View file

@ -1,25 +0,0 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_hsma2"]
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_mvdrj"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(6, 14)
[node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_hsma2")
shot_data = ExtResource("2_mvdrj")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
texture = ExtResource("3_mvdrj")
region_enabled = true
region_rect = Rect2(7, 6, 4, 12)
[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"]

40
scenes/weapon_stock.gd Normal file
View file

@ -0,0 +1,40 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
# Time offset when this bullet was fired (relative to other bullets in the same shot)
var time_offset: float = 0.5
# When this bullet should fire (absolute time)
var fire_time: float = 0.0
# Track if this bullet is currently active in the shot
var is_active: bool = false
func _process(delta):
var current_time = Time.get_ticks_msec() / 1000.0
# Fire if it's time and bullet isn't already active
if !is_active and current_time >= fire_time:
activate()
# Move the bullet
position.y -= shot_data.speed * delta
func activate():
is_active = true
visible = true
# # Emit signal for hit detection
# emit_signal("activate")
func _on_visible_on_screen_notifier_2d_screen_exited():
queue_free()
# Set fire_time for the next shot (staggered firing)
var current_time = Time.get_ticks_msec() / 1000.0
fire_time = current_time + shot_data.stagger_offset

View file

@ -0,0 +1 @@
uid://c5blhfopjpfny

53
scenes/weapon_stock.tscn Normal file
View file

@ -0,0 +1,53 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/weapon_stock.gd" id="1_u1d5o"]
[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"]
[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]
atlas = ExtResource("2_u1d5o")
region = Rect2(0, 0, 7, 11)
[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"]
atlas = ExtResource("2_u1d5o")
region = Rect2(7, 0, 7, 11)
[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"]
atlas = ExtResource("2_u1d5o")
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": true,
"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_u1d5o")
[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"]

View file

@ -2,7 +2,7 @@
[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"] [ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player_revision.tscn" id="3_k0juu"] [ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"]
[node name="World" type="Node2D" unique_id=1317852169] [node name="World" type="Node2D" unique_id=1317852169]
@ -78,4 +78,3 @@ hframes = 4
frame = 3 frame = 3
[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")] [node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")]
position = Vector2(106, 312)

View file

@ -1,17 +1,18 @@
class_name MovementComponent extends Node class_name MovementComponent extends Node
@export var player: Area2D @export var player: Area2D
@export var speed: float = 275 @export var speed: float = 275
@export var bounds_x: int = 12 @export var bounds_x: int = 12
@export var bounds_y: int = 12 @export var bounds_y: int = 12
@onready var weapon_component: WeaponComponent = %WeaponComponent @onready var weapon_component: Node = %WeaponComponent
@onready var screensize = get_viewport().content_scale_size @onready var screensize = get_viewport().content_scale_size
var input = Input.get_vector("left", "right", "up","down") var input = Input.get_vector("left", "right", "up","down")
func tick(delta: float): func tick(delta: float):
# Check to see if there's a player to move # Check to see if there's a player to move
if player == null: return if player == null: return

View file

@ -1,36 +0,0 @@
class_name Player extends Area2D
# Components managed by Player
@onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
# Variables for Player shooting status
@export var can_shoot: bool = true
@export var is_shooting: bool = false
# Variables for Player position calculations for equidistant bullets
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
func _process(delta) -> void:
# Read Controls
input_component.update()
# Read Shooting
if input_component.shooting:
is_shooting = true
else: is_shooting = false
if is_shooting == true:
shoot_component.shoot()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)

View file

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

View file

@ -1,13 +0,0 @@
class_name PlayerShotResource
extends Resource
@export_category("Info")
@export var shot_name: String
@export var sprite: Texture2D = preload("res://graphics/shot.png")
@export_category("Shot Data")
@export var damage: int = 1
@export var speed: int = 135
@export var projectiles: int = 2
@export var spacing: float = 35
@export var origin: int = -23

View file

@ -1 +0,0 @@
uid://ccdohs4gduee5

View file

@ -1,31 +1,46 @@
class_name ShootComponent extends Node 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 weapon_component: Node = %WeaponComponent
@onready var player: Player = $".." @onready var player = $".."
func shoot(): func shoot():
var weapon_data = weapon_component.data # WeaponShot resource configuration
var current_time = Time.get_ticks_msec() / 1000.0
var total_projectiles = weapon_data.projectiles
# Shorten variable for accessing weapon_component for clarity if player.travel > weapon_data.spacing:
var weapon_system = weapon_component.data
if player.travel > weapon_system.spacing: # Calculate center index for symmetrical staggering
var center_index = (total_projectiles - 1) / 2.0
for b in range(weapon_system.projectiles): if total_projectiles > 0:
for b in range(total_projectiles):
# Instantiate the bullets var bullet_scene = weapon_data.bullet_scene
var bullet = weapon_component.weapon_current.instantiate() var bullet := bullet_scene.instantiate() as Node
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
# Adjust bullet spacing before firing
bullet.position = player.position + Vector2((b - (weapon_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin) # Calculate index relative to center (0 = center, -1/+1 = first from center)
print(b, bullet.position.x) var index_from_center: float = b - center_index
# Print which weapon is firing # Calculate timing offset for staggered firing
prints(bullet.shot_data.shot_name, "weapon fired") var time_offset: float = index_from_center * stagger_offset
# Subtract projectile spacing from current Player travel for next # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
player.travel -= weapon_system.spacing var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
else: return # 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
# 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))
# Set timing properties on the bullet
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Subtract projectile spacing from current Player travel for next shot
player.travel -= weapon_data.spacing

View file

@ -1,21 +1,9 @@
class_name WeaponComponent extends Node class_name WeaponComponent extends Node
@export var weapon_current : PackedScene @export var loaded_weapon: PackedScene = load("res://scenes/weapon_stock.tscn")
var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres") var data : WeaponShot = load("res://resources/player_weapons/weapon_shot_stock.tres")
#@export var projectile_origin: int = -23
#@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
func get_bullet_scene() -> PackedScene:
return data.weapon_shot # Reference to the Shot scene from the resource

View file

@ -1,21 +0,0 @@
class_name WeaponComponent extends Node
@export var weapon_current : PackedScene
var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
#@export var projectile_origin: int = -23
#@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

View file

@ -1 +0,0 @@
uid://cy50u6ksjqvjc