# Component types for the game's architecture # All components extend Node and are meant to be attached to parent objects class_name compoents extends Node var move_dir: Vector2 = Vector2.ZERO var shoot_pressed: bool = false var shooting: bool = false func update() -> void: move_dir = Input.get_vector("left", "right", "up", "down") shoot_pressed = Input.is_action_just_pressed("shoot") shooting = Input.is_action_pressed("shoot") class_name MovementComponent extends Node @export var player: Area2D @export var speed: float = 275 @export var bounds_x: int = 12 @export var bounds_y: int = 12 @onready var weapon_component: Node = %WeaponComponent @onready var screensize = get_viewport().content_scale_size var input = Input.get_vector("left", "right", "up", "down") func tick(delta: float): # Check to see if there's a player to move if player == null: return # Shorten variable for accessing weapon_component for clarity var weapon_system = weapon_component.data # 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) # Thruster animation in relation to player movement if input.x > 0: player.position.x = player.position.x + 1 %Ship.frame = 2 %Ship/Thrusters.flip_h = true %Ship/Thrusters.animation = "banked" elif input.x < 0: player.position.x = player.position.x - 1 %Ship.frame = 1 %Ship/Thrusters.flip_h = false %Ship/Thrusters.animation = "banked" else: %Ship.frame = 0 player.position.x = player.position.x %Ship/Thrusters.flip_h = false %Ship/Thrusters.animation = "fwd" # Get previous position for equidistant bullet calculation player.previous_position = player.position # Move player within screen bounds player.position += input * speed * delta player.position = player.position.clamp(Vector2i(bounds_x, bounds_y), screensize - Vector2i(bounds_x, bounds_y)) class_name ShootComponent extends Node @onready var weapon_component: Node = %WeaponComponent @onready var player: PlayerComponent = $".." func shoot(): # Shorten variable for accessing weapon_component for clarity var weapon_system = weapon_component.data if player.travel > weapon_system.spacing: for b in range(weapon_system.projectiles): # Instantiate the bullets var bullet = weapon_component.weapon_current.instantiate() 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) print(b, bullet.position.x) # Print which weapon is firing print(b, bullet.shot_data.shot_name, "weapon fired") # Subtract projectile spacing from current Player travel for next player.travel -= weapon_system.spacing else: return class_name PlayerComponent 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)