76 lines
2.3 KiB
GDScript
76 lines
2.3 KiB
GDScript
class_name Player extends Area2D
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# Components managed by Player
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@onready var input_component: InputComponent = %InputComponent
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@onready var movement_component: MovementComponent = %MovementComponent
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@onready var shoot_component: ShootComponent = %ShootComponent
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@onready var weapon_component: WeaponComponent = %WeaponComponent
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@onready var powerup_spawner: PowerUpSpawner = _find_powerup_spawner()
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# Get the viewport size for positioning
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@onready var screensize = get_viewport().content_scale_size
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# Variables for Player shooting status
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@export var can_shoot: bool = true
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@export var is_shooting: bool = false
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@export var muzzle_flash: bool = false
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# Variables for Player position calculations for equidistant bullets
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var previous_position: Vector2
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var ship_displacement: float
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var travel: float = 0
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# Effects Testing
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var flash_effect = preload("res://resources/effects/flash_weapon_change.tres")
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var blink_effect = preload("res://resources/effects/invincibility_blink.tres")
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func _ready() -> void:
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## Set initial start position
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position = Vector2(screensize.x / 2, screensize.y - 45)
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func _process(delta) -> void:
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# Read Controls
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input_component.update()
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# Read Shooting
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if input_component.shooting:
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is_shooting = true
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else: is_shooting = false
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if is_shooting == true:
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shoot_component.shoot()
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$%MuzzleFlash.show()
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if is_shooting == false:
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$%MuzzleFlash.hide()
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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# Cycle weapon (testing key)
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if input_component.cycle_weapon:
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weapon_component.cycle_weapon()
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$EffectsComponent.apply_effect(flash_effect)
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func _on_help_box_area_entered(area: Area2D) -> void:
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# Check if the colliding area is a powerup pickup.
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if not area.has_meta("weapon_shot"):
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return
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var weapon_shot: WeaponShot = area.get_meta("weapon_shot")
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weapon_component.collect_weapon(weapon_shot)
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if powerup_spawner != null:
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powerup_spawner.pickup_collected()
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area.queue_free()
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func _find_powerup_spawner() -> PowerUpSpawner:
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# The spawner is a sibling under Level — find it by searching parent.
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var level: Node2D = get_parent() as Node2D
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if level == null:
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return null
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return level.get_node_or_null("PowerupSpawner") as PowerUpSpawner
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