Rewriting ships: Added weapon base and changed hull parent to Node
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13 changed files with 121 additions and 37 deletions
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@ -2,8 +2,8 @@ extends RigidBody2D
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class_name Hull
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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## Shortcut to get_parent().get_parent()
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@onready var ship: Ship = get_parent().get_parent()
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## Hull ID to use with the Game.get_module func
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@export var id: String = "hull"
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@ -36,3 +36,8 @@ func add_ammunition(which: String, value: float) -> bool:
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if ammunition[which] > max_ammunition[which]:
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ammunition[which] = max_ammunition[which]
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return true
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## Update ship's position and rotation
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func _physics_process(_delta):
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ship.position = position
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ship.rotation = rotation
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@ -6,3 +6,9 @@ extends Node2D
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func _physics_process(_delta) -> void:
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ship.engine.acceleration_axis = Input.get_axis("deccelerate", "accelerate")
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ship.engine.rotation_axis = Input.get_axis("rotateleft", "rotateright")
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for weapon in ship.weapons.list:
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match weapon.action_id:
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"primary":
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weapon.shoot_request = Input.get_action_strength("shootprimary")
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"secondary":
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weapon.shoot_request = Input.get_action_strength("shootsecondary")
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@ -10,7 +10,7 @@ signal destroyed
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## Reference to the engine module
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@onready var engine: ShipEngine = $Engine
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## Reference to the hull module
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@onready var hull: Hull = $Hull
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@onready var hull: Hull = $HullHolder/Hull
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## Reference to the shield module
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@onready var shield: Shield = $Shield
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## Reference to weapons node
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@ -20,6 +20,7 @@ signal destroyed
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var faction : Game.Faction = Game.Faction.Player
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func _ready() -> void:
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hull.global_position += global_position
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destroyed.connect(destroy)
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## Reset all required variables
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51
scripts/Ship/weapon.gd
Normal file
51
scripts/Ship/weapon.gd
Normal file
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@ -0,0 +1,51 @@
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extends Node2D
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class_name Weapon
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## Weapon ID to be used with Game.get_module()
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@export var id: String = "weapon"
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## Variable to use with input controller to determine which weapon to shoot
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@export var action_id: String = "null"
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## Projectile scene which will be created on shoot()
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@export var projectile: PackedScene
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## Applies additional angle (in degrees) while shooting
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@export var spread: float = 0
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## Ammo type that will be consumed
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@export var ammo_type: String = "n/a"
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## How much ammo will be consumet each shoot() call
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@export var ammo_consumption: float = 0
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## Timer to make cooldown between shots
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@export var shoot_timer: Timer
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## Points where projectiles will spawn
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@export var spawner_points: Array[Node2D]
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## Shortcut to get_parent().get_parent()
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@onready var ship: Ship = get_parent().get_parent()
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## Spread, converted to radians
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var deviation: float = deg_to_rad(spread)
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## Input variable to determine will the ship shoot
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var shoot_request: bool = false
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## Emits when shoot() is called
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signal weapon_shooted
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func _ready() -> void:
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randomize()
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func _process(_delta) -> void:
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var can_shoot = ship.hull.ammunition[ammo_type] >= ammo_consumption and shoot_timer.is_stopped()
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if can_shoot and shoot_request:
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shoot()
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ship.hull.add_ammunition(ammo_type, -ammo_consumption)
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shoot_timer.start()
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if ammo_type == "Laser Energy":
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ship.shield.laser_recharge_timer.start()
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func shoot() -> void:
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for spawner in spawner_points:
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var projectile_instance = projectile.instantiate()
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ProjectileContainer.instance.add_child(projectile_instance)
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projectile_instance.global_position = spawner.global_position
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projectile_instance.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2)
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projectile_instance.faction = ship.faction
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projectile_instance.modulate = ship.modulate
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weapon_shooted.emit()
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@ -3,23 +3,30 @@ extends Node2D
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# TODO: implement add_weapon
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## Shortcut to get_parent()
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@onready var ship = get_parent()
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@onready var ship: Ship = get_parent()
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## List of weapons
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var list: Array[Weapon] = get_children() as Array[Weapon]
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@onready var list: Array[Node] = get_children() as Array[Node]
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## Updates list with actual children of this node
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func update_weapon_list() -> void:
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list = get_children() as Array[Weapon]
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list = get_children() as Array[Node]
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## Removes weapon with given ID and returns true if successful
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func remove_weapon(id: String) -> bool:
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## Removes weapon with given ID
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func remove_weapon(id: String) -> void:
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for weapon in list:
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if weapon.id == id:
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list.erase(weapon)
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weapon.free()
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return true
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return false
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break
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update_weapon_list()
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## Adds weapon with given ID to list
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func add_weapon(id: String) -> void:
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func add_weapon(_id: String) -> void:
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pass
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## Returns a reference to weapon with given id if it exists, otherwise returns null
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func get_weapon(id: String) -> Weapon:
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for weapon in list:
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if weapon.id == id:
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return weapon as Weapon
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return null
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@ -4,7 +4,7 @@ class_name Game
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enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION}
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enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
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enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE}
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enum Faction {Player, Peaceful, Neutral, Aggressive}
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enum Faction {None, Player, Peaceful, Neutral, Aggressive}
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const DEFAULT_ITEM = preload("res://items/test_item.tres")
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const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn")
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@ -8,7 +8,7 @@ class_name Projectile
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@export var collider : Area2D
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@export var lifetime : float = 10
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var faction = "none"
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var faction: Game.Faction = Game.Faction.None
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var destination_angle : float
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var target : Node2D = self
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@ -34,10 +34,10 @@ func _physics_process(delta):
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func _on_collision(body):
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match body.collision_layer:
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1:
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if body.faction != faction:
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if body.ship.faction != faction:
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if target != self:
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target.queue_free()
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body.shield.deal_damage(damage,global_position)
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body.ship.shield.deal_damage(damage)
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queue_free()
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2:
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if target != self:
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@ -1,6 +1,6 @@
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extends Node2D
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class_name Weapon
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# class_name Weapon
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@export var projectile : PackedScene
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@export var spread : float = 0
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