Rewriting ships: Added weapon base and changed hull parent to Node

This commit is contained in:
2ndbeam 2024-04-29 12:08:13 +03:00
commit 6957169ba5
13 changed files with 121 additions and 37 deletions

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@ -4,8 +4,8 @@
[node name="Shield" type="Node2D" node_paths=PackedStringArray("shield_recharge_timer", "laser_recharge_timer")] [node name="Shield" type="Node2D" node_paths=PackedStringArray("shield_recharge_timer", "laser_recharge_timer")]
script = ExtResource("1_sexol") script = ExtResource("1_sexol")
shield_recharge_timer = NodePath("") shield_recharge_timer = NodePath("ShieldTimer")
laser_recharge_timer = NodePath("") laser_recharge_timer = NodePath("LaserTimer")
[node name="ShieldTimer" type="Timer" parent="."] [node name="ShieldTimer" type="Timer" parent="."]
wait_time = 5.0 wait_time = 5.0

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@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://ryy1tdrxmjav"]
[ext_resource type="Script" path="res://scripts/Ship/weapon.gd" id="1_ga8vg"]
[ext_resource type="PackedScene" uid="uid://djmoij5kuou3j" path="res://scenes/projectiles/Laser.tscn" id="2_qo148"]
[node name="Weapon" type="Node2D" node_paths=PackedStringArray("shoot_timer", "spawner_points")]
script = ExtResource("1_ga8vg")
projectile = ExtResource("2_qo148")
shoot_timer = NodePath("ShootTimer")
spawner_points = [NodePath("Spawner")]
[node name="ShootTimer" type="Timer" parent="."]
wait_time = 0.25
one_shot = true
[node name="Spawner" type="Node2D" parent="."]

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@ -1,21 +1,13 @@
[gd_scene load_steps=5 format=3 uid="uid://dok3i8u5t1ka4"] [gd_scene load_steps=4 format=3 uid="uid://dok3i8u5t1ka4"]
[ext_resource type="PackedScene" uid="uid://bjkshql8ut6hk" path="res://scenes/Ships/ship.tscn" id="1_6x7bu"] [ext_resource type="PackedScene" uid="uid://bjkshql8ut6hk" path="res://scenes/Ships/ship.tscn" id="1_6x7bu"]
[ext_resource type="Shader" path="res://shaders/ship.gdshader" id="2_dbojl"]
[ext_resource type="Script" path="res://scripts/Ship/player_input_controller.gd" id="3_0e84a"] [ext_resource type="Script" path="res://scripts/Ship/player_input_controller.gd" id="3_0e84a"]
[ext_resource type="PackedScene" uid="uid://ryy1tdrxmjav" path="res://scenes/Ships/Modules/Weapons/weapon.tscn" id="4_fy1be"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_u1mh3"]
resource_local_to_scene = true
resource_name = "Shield Material"
shader = ExtResource("2_dbojl")
shader_parameter/wave_centers = PackedVector2Array()
shader_parameter/wave_distances = PackedFloat32Array(-1)
shader_parameter/color = Color(1, 0, 0, 1)
shader_parameter/max_distance = 20.0
shader_parameter/bublic_size = 20.0
[node name="PlayerShip" instance=ExtResource("1_6x7bu")] [node name="PlayerShip" instance=ExtResource("1_6x7bu")]
material = SubResource("ShaderMaterial_u1mh3")
[node name="InputController" type="Node2D" parent="." index="3"] [node name="InputController" type="Node2D" parent="." index="0"]
script = ExtResource("3_0e84a") script = ExtResource("3_0e84a")
[node name="Weapon" parent="Weapons" index="0" instance=ExtResource("4_fy1be")]
action_id = "primary"

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@ -9,7 +9,9 @@
[node name="Ship" type="Node2D"] [node name="Ship" type="Node2D"]
script = ExtResource("2_n14ml") script = ExtResource("2_n14ml")
[node name="Hull" parent="." instance=ExtResource("3_upgeg")] [node name="HullHolder" type="Node" parent="."]
[node name="Hull" parent="HullHolder" instance=ExtResource("3_upgeg")]
[node name="Engine" parent="." instance=ExtResource("4_adr14")] [node name="Engine" parent="." instance=ExtResource("4_adr14")]

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@ -1,7 +1,8 @@
[gd_scene load_steps=5 format=3 uid="uid://ckdttdkoo1t0s"] [gd_scene load_steps=6 format=3 uid="uid://ckdttdkoo1t0s"]
[ext_resource type="PackedScene" uid="uid://dok3i8u5t1ka4" path="res://scenes/Ships/player_ship.tscn" id="1_b1l1c"] [ext_resource type="PackedScene" uid="uid://dok3i8u5t1ka4" path="res://scenes/Ships/player_ship.tscn" id="1_b1l1c"]
[ext_resource type="Shader" path="res://shaders/ship.gdshader" id="2_15op6"] [ext_resource type="Shader" path="res://shaders/ship.gdshader" id="2_15op6"]
[ext_resource type="Script" path="res://scripts/misc/ProjectilesContainer.gd" id="3_amh71"]
[sub_resource type="GDScript" id="GDScript_6w8qb"] [sub_resource type="GDScript" id="GDScript_6w8qb"]
resource_name = "gogo" resource_name = "gogo"
@ -83,12 +84,12 @@ func check_for_item(modules : Array[String]) -> Array[String]:
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta): func _process(_delta):
if Input.is_action_just_released(\"pause\"): if Input.is_action_just_released(\"pause\"):
get_tree().change_scene_to_file(\"res://scenes/MainMenu.tscn\") get_tree().change_scene_to_file(\"res://scenes/MainMenu.tscn\")
" "
[sub_resource type="ShaderMaterial" id="ShaderMaterial_634ti"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_m15k8"]
resource_local_to_scene = true resource_local_to_scene = true
resource_name = "Shield Material" resource_name = "Shield Material"
shader = ExtResource("2_15op6") shader = ExtResource("2_15op6")
@ -117,6 +118,9 @@ vertical_alignment = 1
autowrap_mode = 2 autowrap_mode = 2
[node name="PlayerShip" parent="." instance=ExtResource("1_b1l1c")] [node name="PlayerShip" parent="." instance=ExtResource("1_b1l1c")]
material = SubResource("ShaderMaterial_634ti") material = SubResource("ShaderMaterial_m15k8")
position = Vector2(608, 352) position = Vector2(608, 352)
scale = Vector2(0.5, 0.5) scale = Vector2(0.5, 0.5)
[node name="ProjectileContainer" type="Node2D" parent="."]
script = ExtResource("3_amh71")

View file

@ -2,8 +2,8 @@ extends RigidBody2D
class_name Hull class_name Hull
## Shortcut to get_parent() ## Shortcut to get_parent().get_parent()
@onready var ship: Ship = get_parent() @onready var ship: Ship = get_parent().get_parent()
## Hull ID to use with the Game.get_module func ## Hull ID to use with the Game.get_module func
@export var id: String = "hull" @export var id: String = "hull"
@ -36,3 +36,8 @@ func add_ammunition(which: String, value: float) -> bool:
if ammunition[which] > max_ammunition[which]: if ammunition[which] > max_ammunition[which]:
ammunition[which] = max_ammunition[which] ammunition[which] = max_ammunition[which]
return true return true
## Update ship's position and rotation
func _physics_process(_delta):
ship.position = position
ship.rotation = rotation

View file

@ -6,3 +6,9 @@ extends Node2D
func _physics_process(_delta) -> void: func _physics_process(_delta) -> void:
ship.engine.acceleration_axis = Input.get_axis("deccelerate", "accelerate") ship.engine.acceleration_axis = Input.get_axis("deccelerate", "accelerate")
ship.engine.rotation_axis = Input.get_axis("rotateleft", "rotateright") ship.engine.rotation_axis = Input.get_axis("rotateleft", "rotateright")
for weapon in ship.weapons.list:
match weapon.action_id:
"primary":
weapon.shoot_request = Input.get_action_strength("shootprimary")
"secondary":
weapon.shoot_request = Input.get_action_strength("shootsecondary")

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@ -10,7 +10,7 @@ signal destroyed
## Reference to the engine module ## Reference to the engine module
@onready var engine: ShipEngine = $Engine @onready var engine: ShipEngine = $Engine
## Reference to the hull module ## Reference to the hull module
@onready var hull: Hull = $Hull @onready var hull: Hull = $HullHolder/Hull
## Reference to the shield module ## Reference to the shield module
@onready var shield: Shield = $Shield @onready var shield: Shield = $Shield
## Reference to weapons node ## Reference to weapons node
@ -20,6 +20,7 @@ signal destroyed
var faction : Game.Faction = Game.Faction.Player var faction : Game.Faction = Game.Faction.Player
func _ready() -> void: func _ready() -> void:
hull.global_position += global_position
destroyed.connect(destroy) destroyed.connect(destroy)
## Reset all required variables ## Reset all required variables

51
scripts/Ship/weapon.gd Normal file
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@ -0,0 +1,51 @@
extends Node2D
class_name Weapon
## Weapon ID to be used with Game.get_module()
@export var id: String = "weapon"
## Variable to use with input controller to determine which weapon to shoot
@export var action_id: String = "null"
## Projectile scene which will be created on shoot()
@export var projectile: PackedScene
## Applies additional angle (in degrees) while shooting
@export var spread: float = 0
## Ammo type that will be consumed
@export var ammo_type: String = "n/a"
## How much ammo will be consumet each shoot() call
@export var ammo_consumption: float = 0
## Timer to make cooldown between shots
@export var shoot_timer: Timer
## Points where projectiles will spawn
@export var spawner_points: Array[Node2D]
## Shortcut to get_parent().get_parent()
@onready var ship: Ship = get_parent().get_parent()
## Spread, converted to radians
var deviation: float = deg_to_rad(spread)
## Input variable to determine will the ship shoot
var shoot_request: bool = false
## Emits when shoot() is called
signal weapon_shooted
func _ready() -> void:
randomize()
func _process(_delta) -> void:
var can_shoot = ship.hull.ammunition[ammo_type] >= ammo_consumption and shoot_timer.is_stopped()
if can_shoot and shoot_request:
shoot()
ship.hull.add_ammunition(ammo_type, -ammo_consumption)
shoot_timer.start()
if ammo_type == "Laser Energy":
ship.shield.laser_recharge_timer.start()
func shoot() -> void:
for spawner in spawner_points:
var projectile_instance = projectile.instantiate()
ProjectileContainer.instance.add_child(projectile_instance)
projectile_instance.global_position = spawner.global_position
projectile_instance.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2)
projectile_instance.faction = ship.faction
projectile_instance.modulate = ship.modulate
weapon_shooted.emit()

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@ -3,23 +3,30 @@ extends Node2D
# TODO: implement add_weapon # TODO: implement add_weapon
## Shortcut to get_parent() ## Shortcut to get_parent()
@onready var ship = get_parent() @onready var ship: Ship = get_parent()
## List of weapons ## List of weapons
var list: Array[Weapon] = get_children() as Array[Weapon] @onready var list: Array[Node] = get_children() as Array[Node]
## Updates list with actual children of this node ## Updates list with actual children of this node
func update_weapon_list() -> void: func update_weapon_list() -> void:
list = get_children() as Array[Weapon] list = get_children() as Array[Node]
## Removes weapon with given ID and returns true if successful ## Removes weapon with given ID
func remove_weapon(id: String) -> bool: func remove_weapon(id: String) -> void:
for weapon in list: for weapon in list:
if weapon.id == id: if weapon.id == id:
list.erase(weapon) list.erase(weapon)
weapon.free() weapon.free()
return true break
return false update_weapon_list()
## Adds weapon with given ID to list ## Adds weapon with given ID to list
func add_weapon(id: String) -> void: func add_weapon(_id: String) -> void:
pass pass
## Returns a reference to weapon with given id if it exists, otherwise returns null
func get_weapon(id: String) -> Weapon:
for weapon in list:
if weapon.id == id:
return weapon as Weapon
return null

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@ -4,7 +4,7 @@ class_name Game
enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION} enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION}
enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS} enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE} enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE}
enum Faction {Player, Peaceful, Neutral, Aggressive} enum Faction {None, Player, Peaceful, Neutral, Aggressive}
const DEFAULT_ITEM = preload("res://items/test_item.tres") const DEFAULT_ITEM = preload("res://items/test_item.tres")
const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn") const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn")

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@ -8,7 +8,7 @@ class_name Projectile
@export var collider : Area2D @export var collider : Area2D
@export var lifetime : float = 10 @export var lifetime : float = 10
var faction = "none" var faction: Game.Faction = Game.Faction.None
var destination_angle : float var destination_angle : float
var target : Node2D = self var target : Node2D = self
@ -34,10 +34,10 @@ func _physics_process(delta):
func _on_collision(body): func _on_collision(body):
match body.collision_layer: match body.collision_layer:
1: 1:
if body.faction != faction: if body.ship.faction != faction:
if target != self: if target != self:
target.queue_free() target.queue_free()
body.shield.deal_damage(damage,global_position) body.ship.shield.deal_damage(damage)
queue_free() queue_free()
2: 2:
if target != self: if target != self:

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@ -1,6 +1,6 @@
extends Node2D extends Node2D
class_name Weapon # class_name Weapon
@export var projectile : PackedScene @export var projectile : PackedScene
@export var spread : float = 0 @export var spread : float = 0