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