Made kamikaze behavior and also fixed borders

This commit is contained in:
2ndbeam 2024-05-05 18:20:34 +03:00
commit 1ee0b529a8
10 changed files with 41 additions and 44 deletions

View file

@ -8,6 +8,7 @@ position = Vector2(0.5, 0)
gravity_scale = 0.0
angular_damp = 1.0
script = ExtResource("1_7nfg8")
collision_damage = 15.0
[node name="Sprite" type="Sprite2D" parent="."]
texture = ExtResource("2_vhl4r")

View file

@ -4,6 +4,7 @@
[ext_resource type="Texture2D" uid="uid://bchkncbniclhh" path="res://sprites/kamikaze.png" id="2_8ba3c"]
[node name="Hull" instance=ExtResource("1_l56rl")]
collision_mask = 3
max_hp = 10.0
velocity_collision_treshold = 150.0
collision_damage = 10.0

View file

@ -1,9 +1,10 @@
[gd_scene load_steps=8 format=3 uid="uid://pev6k21vqaem"]
[gd_scene load_steps=9 format=3 uid="uid://pev6k21vqaem"]
[ext_resource type="Script" path="res://scripts/Ship/ship.gd" id="1_82bba"]
[ext_resource type="PackedScene" uid="uid://bkd4gyhlota7l" path="res://scenes/Ships/Modules/Hulls/kamikaze_hull.tscn" id="2_165nu"]
[ext_resource type="PackedScene" uid="uid://mw4kwxoeqch3" path="res://scenes/Ships/Modules/Engines/engine.tscn" id="3_plu72"]
[ext_resource type="PackedScene" uid="uid://bunboi5ouscw8" path="res://scenes/Ships/Modules/Shields/shield.tscn" id="4_aos8x"]
[ext_resource type="Script" path="res://scripts/Ship/weapons.gd" id="5_8eieq"]
[ext_resource type="Script" path="res://scripts/State Machine/tree.gd" id="5_m8m3f"]
[ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/WanderingState.gd" id="6_emcj1"]
[ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/AttackState.gd" id="7_ilmkp"]
@ -22,6 +23,7 @@ collision_damage = 15.0
max_capacity = 5
[node name="Weapons" type="Node2D" parent="."]
script = ExtResource("5_8eieq")
[node name="StateTree" type="Node" parent="." node_paths=PackedStringArray("state")]
script = ExtResource("5_m8m3f")

View file

@ -13,10 +13,7 @@ height = 16384
scroll_offset = Vector2(681.667, 317.783)
stars_amount = 4000
[node name="SystemBorder" parent="Background" index="0"]
default_color = Color(1, 1, 1, 1)
[node name="Nebula" parent="Background" index="1" node_paths=PackedStringArray("tracked_node")]
[node name="Nebula" parent="Background" index="0" node_paths=PackedStringArray("tracked_node")]
tracked_node = NodePath("../../FactionPlayer/PlayerShip")
color_background = Color(0.276474, 0.0962249, 0.200656, 1)
@ -28,4 +25,4 @@ position = Vector2(19, 10)
position = Vector2(7171, -28)
[node name="KamikazeShip" parent="FactionAggressive" index="0" instance=ExtResource("4_i6rbg")]
position = Vector2(687, -302)
position = Vector2(147, 92)

View file

@ -25,7 +25,7 @@ func _ready():
resource_name = "get_border_points"
script/source = "extends Line2D
@onready var star_system = get_parent().get_parent()
@onready var star_system = get_parent()
func _ready():
var halved_width = star_system.width / 2
@ -65,14 +65,6 @@ script = SubResource("GDScript_4yoh5")
process_mode = 1
layer = -10
[node name="SystemBorder" type="Line2D" parent="Background"]
z_index = -99
points = PackedVector2Array(0, 0, 1280, 0, 1280, 720, 0, 720)
closed = true
width = 8.0
default_color = Color(1, 1, 1, 0.521569)
script = SubResource("GDScript_r38d8")
[node name="Nebula" type="ColorRect" parent="Background"]
z_index = -100
material = ExtResource("4_o0ld7")
@ -99,3 +91,11 @@ faction = 3
[node name="FactionAggressive" type="Node" parent="."]
script = ExtResource("7_wm3vi")
faction = 4
[node name="SystemBorder" type="Line2D" parent="."]
z_index = -99
points = PackedVector2Array(0, 0, 1280, 0, 1280, 720, 0, 720)
closed = true
width = 8.0
default_color = Color(1, 1, 1, 0.521569)
script = SubResource("GDScript_r38d8")

View file

@ -52,9 +52,12 @@ func _physics_process(_delta):
ship.rotation = rotation
scalar_velocity = linear_velocity.length()
func _on_body_entered(_body):
func _on_body_entered(body):
if scalar_velocity >= velocity_collision_treshold:
ship.shield.deal_damage(20.0 * (scalar_velocity / velocity_collision_treshold))
var damage = collision_damage * (scalar_velocity / velocity_collision_treshold)
ship.shield.deal_damage(damage)
if body is Ship:
body.shield.deal_damage(damage / 2)
func warp_to_position(location: Vector2):
position = location

View file

@ -24,7 +24,8 @@ func _ready() -> void:
destroyed.connect(destroy_timeout)
func destroy_timeout():
get_tree().create_timer(0.02).timeout.connect(destroy)
destroy()
get_tree().create_timer(0.05).timeout.connect(hull.warp_to_position.bind(spawn_position))
## Reset all required variables
func destroy() -> void:
@ -32,7 +33,6 @@ func destroy() -> void:
hull.linear_velocity = Vector2.ZERO
hull.angular_velocity = 0.0
shield.capacity = shield.max_capacity
hull.warp_to_position(spawn_position)
## Swaps old hull with the new one
func change_hull(new_hull_id: String) -> void:

View file

@ -5,11 +5,11 @@ extends Node2D
## Shortcut to get_parent()
@onready var ship: Ship = get_parent()
## List of weapons
@onready var list: Array[Node] = get_children() as Array[Node]
@onready var list: Array[Node] = get_children()
## Updates list with actual children of this node
func update_weapon_list() -> void:
list = get_children() as Array[Node]
list = get_children()
## Removes weapon with given ID
func remove_weapon(id: String) -> void:
@ -25,8 +25,8 @@ func add_weapon(_id: String) -> void:
pass
## Returns a reference to weapon with given id if it exists, otherwise returns null
func get_weapon(id: String) -> Weapon:
func get_weapon(id: String) -> Node:
for weapon in list:
if weapon.id == id:
return weapon as Weapon
return weapon
return null

View file

@ -17,16 +17,16 @@ var destination_degrees: float = 0:
destination_degrees = 360 + value
else:
destination_degrees = value
## Difference between current rotation and destination angle, in degrees. Sign determines torque direction.
var current_destination_difference: float = 0:
set(value):
if value < 0:
current_destination_difference = 180 + value
if current_destination_difference > 180:
current_destination_difference = value - 180
## Delta to destination_degrees
var destination_difference: float = 5.0
var current_destination_difference: float:
set(value):
if value > 180:
current_destination_difference = value - 360
else:
current_destination_difference = value
func enter(message: Dictionary):
if message.has("target"):
target = message["target"]
@ -37,9 +37,8 @@ func process(_delta):
# checking if need to apply torque
destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position))
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
var rotation_sign = sign(current_destination_difference)
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = rotation_sign * (current_destination_difference / 180)
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
else:
ship.engine.rotation_axis = 0.0
ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * additional_stab_force)

View file

@ -17,15 +17,8 @@ var destination_degrees: float = 0:
destination_degrees = 360 + value
else:
destination_degrees = value
## Difference between current rotation and destination angle, in degrees. Sign determines torque direction.
var current_destination_difference: float = 0:
set(value):
if value < 0:
current_destination_difference = 180 + value
if current_destination_difference > 180:
current_destination_difference = value - 180
## Delta to destination_degrees
var destination_difference: float = 15.0
var destination_difference: float = 1.0
## available map bounds (use with absolute position)
var available_bounds: Vector2
# for testing purposes only
@ -42,10 +35,11 @@ func enter(_message):
func process(_delta):
# checking if need to apply torque
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
var rotation_sign = sign(current_destination_difference)
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = rotation_sign * (current_destination_difference / 180)
var current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
var other_destination_difference = ship.hull.global_rotation_degrees - destination_degrees
var min_difference = min(abs(current_destination_difference), abs(other_destination_difference))
if min_difference > destination_difference:
ship.engine.rotation_axis = min_difference / 180
else:
ship.engine.rotation_axis = 0.0
# making ship always accelerate