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 var weapon_spacing: float = 0.1 @export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn") #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 @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 var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres") for b in range(bullet_resource.projectiles): # Instantiate the bullets var bullet = weapon_current.instantiate() get_tree().root.add_child(bullet) bullet.position = position + Vector2((b - (bullet.shot_data.projectiles - 1) / 2.0) * bullet.shot_data.projectile_spacing / 2.0, bullet.shot_data.projectile_origin) # Get weapon speed and spacing for equidistant calculations #weapon_rate = bullet.shot_data.rate weapon_spacing = bullet.shot_data.projectile_spacing bullet_speed = abs(bullet.shot_data.speed) # Print which weapon is firing prints(bullet.shot_data.shot_name, "weapon fired")