131 lines
3.9 KiB
GDScript
131 lines
3.9 KiB
GDScript
# 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)
|