facsimile-wing/scripts/player.gd

85 lines
2.1 KiB
GDScript

extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
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
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
#TODO: sprite frame change on x axis
#if input.x > 0:
#$Ship.frame = 2
#$Ship/Boosters.animation = "right"
#elif input.x < 0:
#$Ship.frame = 0
#$Ship/Boosters.animation = "left"
#else:
#$Ship.frame = 1
#$Ship/Boosters.animation = "forward"
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
if Input.is_action_pressed("shoot"):
print("Spacebar pressed!")
is_shooting = true
else:
is_shooting = false
if is_shooting == true:
weapon_timer += delta
print(weapon_timer)
if weapon_timer >= weapon_rate:
shoot()
weapon_timer = 0.0
if is_shooting == false: return
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
#if not can_shoot: return
#if can_shoot:
var bullet = weapon_current.instantiate()
bullet.position = self.position + Vector2(0,-12)
get_tree().root.add_child(bullet)
weapon_rate = bullet.shot_data.rate
prints(bullet.shot_data.shot_name, "weapon fired") #Print which weapon is firing
#weapon_cooldown = $WeaponCooldown
#weapon_cooldown.wait_time = bullet.shot_data.cooldown
#weapon_cooldown.start()
#can_shoot = not can_shoot
#I track the vertical distance the last bullet traveled relative to the ship:
#
#travel += bulletSpeed*dt + (Ship.y - prevShipY)
#set prevShipY to Ship.y
#
#when travel > spacing -> fire bullet and
#
#set travel -= spacing
#
#(where spacing is the distance you want bullets to be apart, in pixels)