facsimile-wing/scripts/components.gd

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)