Initial commit (1/2)

This commit is contained in:
Алкесей Мирнеков 2023-11-05 16:23:18 +03:00 committed by GitHub
commit 3411c5796d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
66 changed files with 2261 additions and 0 deletions

78
modules/npcship.gd Normal file
View file

@ -0,0 +1,78 @@
extends CharacterBody2D
class_name NPCShip
@export var DestinationTimer : Timer
@export var Fraction = "Enemy"
@export var BountyMin : int = 20
@export var BountyMax : int = 30
@export var Bounty : PackedScene
var State = "idle"
var Shooting = false
var AllowShooting = true
@onready var PlayerShip = get_tree().current_scene.get_node("MainShip")
@onready var NPCEngine = $"Engine"
@onready var Hull = $"Hull"
@onready var DebugLabel = $DebugLabel
@onready var TargetSnap = $TargetSnap
@onready var Healthbar = $Zalupa/ZalupaTwo/Health
@onready var Shield = $Shield
func _ready():
DestinationTimer.timeout.connect(switchdestination)
TargetSnap.mouse_entered.connect(get_tree().current_scene.addtargetlist.bind(self))
TargetSnap.mouse_exited.connect(get_tree().current_scene.removetargetlist.bind(self))
func _physics_process(_delta):
match State:
"idle":
idlestate()
"chase":
chasestate()
"maintaindistance":
maintaindistancestate()
"runaway":
runawaystate()
Healthbar.text = "{HP} HS + {SC} SC".format({"HP" : "%0.2f" % Hull.HP, "SC" : "%0.2f" % Shield.Capacity})
if Vector2.ZERO.distance_to(global_position) > 5800 or Hull.HP <= 0:
destroy()
func switchdestination():
NPCEngine.DestinationAngle = randi_range(0, 360)
func idlestate():
Shooting = false
if global_position.distance_to(PlayerShip.global_position) <= 512 and PlayerShip.AllowShooting: State = "chase"
if Vector2.ZERO.distance_to(global_position) > 5800: NPCEngine.DestinationAngle = rad_to_deg(global_position.angle_to(Vector2.ZERO))
func chasestate():
NPCEngine.DestinationAngle = rad_to_deg(global_position.angle_to_point(PlayerShip.global_position))
Shooting = true if NPCEngine.DestinationDifference == clamp(NPCEngine.DestinationDifference, -5, 5) else false
if global_position.distance_to(PlayerShip.global_position) > 512 or !PlayerShip.AllowShooting: State = "idle"
if Hull.HP < Hull.MaxHP * 0.2: State = "runaway"
if global_position.distance_to(PlayerShip.global_position) <= 128: State = "maintaindistance"
func maintaindistancestate():
NPCEngine.DestinationAngle += 1
Shooting = true if NPCEngine.DestinationDifference == clamp(NPCEngine.DestinationDifference, -5, 5) else false
if global_position.distance_to(PlayerShip.global_position) > 128: State = "chase"
if !PlayerShip.AllowShooting: State = "idle"
func runawaystate():
Shooting = false
NPCEngine.DestinationAngle = rad_to_deg(global_position.angle_to_point(PlayerShip.global_position)) - 180
if global_position.distance_to(PlayerShip.global_position) > 1024 or !PlayerShip.AllowShooting: State = "idle"
func destroy():
Hull.HP = Hull.MaxHP
Hull.Fuel = Hull.MaxFuel
Shield.Capacity = Shield.MaxShieldCapacity
State = "idle"
var BountyInst = Bounty.instantiate()
get_tree().current_scene.add_child(BountyInst)
BountyInst.global_position = global_position
BountyInst.Amount = randi_range(BountyMin, BountyMax)
BountyInst.Text.text = str(BountyInst.Amount) + " MU"
global_position = Vector2(randi_range(-4096, 4096), randi_range(-4096, 4096))

49
modules/projectile.gd Normal file
View file

@ -0,0 +1,49 @@
extends Node2D
class_name Projectile
@export var Speed : float = 300
@export var RotationSpeed : float = 0
@export var Damage : float = 1
@export var Collider : Area2D
@export var Lifetime : float = 10
var Fraction = "none"
var DestinationAngle : float
var Target : Node2D = self
func _ready():
get_tree().create_timer(Lifetime).timeout.connect(queue_free)
Collider.body_entered.connect(_on_collision)
areyouready()
func _physics_process(delta):
if RotationSpeed == 0: DestinationAngle = global_rotation_degrees
else: DestinationAngle = rad_to_deg(global_position.angle_to_point(Target.global_position))
global_position += Speed * delta * global_transform.x
var DestinationDifference : float
if DestinationAngle - global_rotation_degrees == clamp(DestinationAngle - global_rotation_degrees, -180, 180):
DestinationDifference = DestinationAngle - global_rotation_degrees
else:
DestinationDifference = global_rotation_degrees - DestinationAngle
if DestinationDifference != clamp(DestinationDifference, -1, 1):
global_rotation_degrees += sign(DestinationDifference) * RotationSpeed * delta
else:
global_rotation_degrees = DestinationAngle
func _on_collision(body):
match body.collision_layer:
1:
if body.Fraction != Fraction:
if Target != self:
Target.queue_free()
body.Shield.deal_damage(Damage)
queue_free()
2:
if Target != self:
Target.queue_free()
queue_free()
func areyouready():
pass

45
modules/weapon.gd Normal file
View file

@ -0,0 +1,45 @@
extends Node2D
class_name Weapon
@export var ShootingProjectile : PackedScene
@export var Spread : float = 0
@export var AmmoType : String = "n/a"
@export var AmmoConsumption : float = 0
@export var ShootingTimer : Timer
@export var ShootingAction : String = ""
@export var SpawnerPoints : Array[Node2D]
@onready var Ship = $"../.."
@onready var Slot = $".."
var Deviation : float = deg_to_rad(Spread)
func _ready():
randomize()
if Ship is MainShip:
match Slot.name:
"PrimaryWeapon":
ShootingAction = "shootprimary"
"SecondaryWeapon":
ShootingAction = "shootsecondary"
elif Ship is NPCShip:
ShootingAction = "npc"
func _process(_delta):
var CanShoot = Ship.Hull.Ammunition[AmmoType] >= AmmoConsumption and ShootingTimer.is_stopped() and Ship.AllowShooting
if CanShoot and (Input.get_action_strength(ShootingAction) and ShootingAction != "npc" or ShootingAction == "npc" and Ship.Shooting):
shoot()
Ship.Hull.Ammunition[AmmoType] -= AmmoConsumption
ShootingTimer.start()
if AmmoType == "Laser Energy":
Ship.Shield.LaserTimer.start()
func shoot():
for Spawner in SpawnerPoints:
var ShootedProjectile = ShootingProjectile.instantiate()
ProjectileContainer.Instance.add_child(ShootedProjectile)
ShootedProjectile.global_position = Spawner.global_position
ShootedProjectile.global_rotation = Spawner.global_rotation + randf_range(-Deviation/2, Deviation/2)
ShootedProjectile.Fraction = Ship.Fraction
ShootedProjectile.modulate = Ship.modulate