Rewriting ships: Added some player interface and started rewriting star system

This commit is contained in:
2ndbeam 2024-04-30 16:22:55 +03:00
commit 4172b336c1
20 changed files with 300 additions and 139 deletions

View file

@ -28,6 +28,9 @@ class_name Hull
else:
ship.destroyed.emit()
## Length of linear_velocity vector
var scalar_velocity: float = 0.0
## Adds amount to ammunition, returns true if it was successful
func add_ammunition(which: String, value: float) -> bool:
if ammunition[which] + value < 0:
@ -41,3 +44,4 @@ func add_ammunition(which: String, value: float) -> bool:
func _physics_process(_delta):
ship.position = position
ship.rotation = rotation
scalar_velocity = linear_velocity.length()

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@ -0,0 +1,16 @@
extends Camera2D
## Desired value of zoom
@export var normal_zoom: float = 0.4
## Value of hull's scalar_velocity where zoom will be equal to normal_zoom
@export var normal_zoom_velocity: float = 200.0
## Maximum value of zoom
@export var max_zoom: float = 0.5
## Shortcut to get_parent()
@onready var ship: PlayerShip = get_parent()
func _process(_delta):
var scalar_velocity = ship.hull.scalar_velocity
zoom = Vector2(1, 1) * normal_zoom * (normal_zoom_velocity / (scalar_velocity + 1))
if zoom.x > max_zoom:
zoom = Vector2(1, 1) * max_zoom

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@ -12,3 +12,4 @@ func _physics_process(_delta) -> void:
weapon.shoot_request = Input.get_action_strength("shootprimary")
"secondary":
weapon.shoot_request = Input.get_action_strength("shootsecondary")

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@ -0,0 +1,9 @@
extends Ship
class_name PlayerShip
## Player camera reference
@onready var camera = $Camera
## Currency variable
var money: float = 1000.0

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@ -2,8 +2,6 @@ extends Node2D
class_name Ship
# TODO: add weapons
## Emits when hull hp reaches zero.
signal destroyed
@ -15,24 +13,28 @@ signal destroyed
@onready var shield: Shield = $Shield
## Reference to weapons node
@onready var weapons: Node2D = $Weapons
## Node beginning position
@onready var spawn_position: Vector2 = global_position
## Faction which this ship belongs to
var faction : Game.Faction = Game.Faction.Player
func _ready() -> void:
hull.global_position += global_position
hull.global_position = global_position
destroyed.connect(destroy)
## Reset all required variables
func destroy() -> void:
hull.hp = hull.max_hp
hull.global_position = spawn_position
shield.capacity = shield.max_capacity
## Swaps old hull with the new one
func change_hull(new_hull_id: String) -> void:
var hull_holder: Node = hull.get_parent()
var new_hull: Hull = Game.get_module(new_hull_id, 'hull').instantiate()
var old_hull: Hull = hull
add_child(new_hull)
hull_holder.add_child(new_hull)
hull = new_hull
hull.hp = old_hull.hp
get_tree().create_timer(0.05).timeout.connect(old_hull.queue_free)

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@ -1,4 +1,4 @@
extends Node2D
extends Node
class_name ProjectileContainer
@ -6,3 +6,6 @@ static var instance : ProjectileContainer
func _ready():
instance = self
func _exit_tree():
instance = null

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@ -1,18 +0,0 @@
extends Node
@export var star : PackedScene
@export var stars_amount = 1000
@export var compress_space_amount = 0.5
func _ready():
var compress_multiplier = 1-compress_space_amount
var map_width_halved = get_tree().current_scene.map_width * compress_multiplier
var map_height_halved = get_tree().current_scene.map_height * compress_multiplier
for i in range(stars_amount):
var star_inst = star.instantiate()
var x = randi_range(-map_width_halved, map_width_halved)
var y = randi_range(-map_height_halved, map_height_halved)
var distance = randi_range(0,get_child_count()-1)
get_children()[distance].add_child(star_inst)
star_inst.position = Vector2(x, y)

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@ -0,0 +1,28 @@
extends Node
# TODO: this just doesn't work
## Star scene
@export var star : PackedScene
## Affects how many stars will be generated and places on whole system
@export var stars_amount = 1000
## Affects how much space on borders of the star system will be empty
@export_range(0, 1) var compress_space_amount = 0.1
## Shortcut to get_parent()
@onready var star_system: StarSystem = get_parent()
func _ready():
var compress_multiplier = 1.0 - compress_space_amount
var parallax_layers = get_children()
var width_halved = star_system.width / 2
var height_halved = star_system.height / 2
for i in range(stars_amount):
var star_inst = star.instantiate()
var x = randi_range(-width_halved, width_halved) * compress_multiplier
var y = randi_range(-height_halved, height_halved) * compress_multiplier
# Decides parallax layer which star belongs to
var distance = randi_range(0, get_child_count() - 1)
parallax_layers[distance].add_child(star_inst)
var position = Vector2(x, y)
star_inst.position = position
print(position)

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@ -1,11 +1,15 @@
extends ColorRect
@onready var ship = get_tree().current_scene.get_node("MainShip")
@onready var space = get_tree().current_scene
## Node which will change offset. If null, offset is constant
@export var tracked_node: Node2D
## Shortcut to get_parent()
@onready var star_system = get_parent()
## Color of nebula.
@export var color_background: Color
func _ready():
material.set_shader_parameter("nebula_color", color_background)
func _physics_process(_delta):
material.set_shader_parameter("offset",ship.global_position)
func _on_space_updated_colors():
material.set_shader_parameter("nebula_color",space.color_background)
if tracked_node != null:
material.set_shader_parameter("offset", tracked_node.global_position)

View file

@ -8,3 +8,4 @@ func _ready():
speed_scale = randf_range(0, 2)
var Colors = [Color.LIGHT_BLUE, Color.WHITE, Color.LIGHT_GOLDENROD, Color.YELLOW, Color.ORANGE, Color.ORANGE_RED, Color.RED]
modulate = Colors[randi_range(0, 6)]
print("Star born at",global_position)

17
scripts/star_system.gd Normal file
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@ -0,0 +1,17 @@
extends Node
class_name StarSystem
@export var width: int = 8192
@export var height: int = 8192
var player_ship: PlayerShip
func _ready():
player_ship = get_node_or_null("PlayerShip")
if player_ship != null:
player_ship.camera.limit_left = -width / 2
player_ship.camera.limit_right = -width / 2
player_ship.camera.limit_top = -height / 2
player_ship.camera.limit_bottom = -height / 2