Rewriting ships: Added weapon base and changed hull parent to Node
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parent
95274d0a5b
commit
6957169ba5
13 changed files with 121 additions and 37 deletions
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@ -4,8 +4,8 @@
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[node name="Shield" type="Node2D" node_paths=PackedStringArray("shield_recharge_timer", "laser_recharge_timer")]
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script = ExtResource("1_sexol")
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shield_recharge_timer = NodePath("")
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laser_recharge_timer = NodePath("")
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shield_recharge_timer = NodePath("ShieldTimer")
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laser_recharge_timer = NodePath("LaserTimer")
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[node name="ShieldTimer" type="Timer" parent="."]
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wait_time = 5.0
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16
scenes/Ships/Modules/Weapons/weapon.tscn
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16
scenes/Ships/Modules/Weapons/weapon.tscn
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@ -0,0 +1,16 @@
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[gd_scene load_steps=3 format=3 uid="uid://ryy1tdrxmjav"]
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[ext_resource type="Script" path="res://scripts/Ship/weapon.gd" id="1_ga8vg"]
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[ext_resource type="PackedScene" uid="uid://djmoij5kuou3j" path="res://scenes/projectiles/Laser.tscn" id="2_qo148"]
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[node name="Weapon" type="Node2D" node_paths=PackedStringArray("shoot_timer", "spawner_points")]
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script = ExtResource("1_ga8vg")
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projectile = ExtResource("2_qo148")
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shoot_timer = NodePath("ShootTimer")
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spawner_points = [NodePath("Spawner")]
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[node name="ShootTimer" type="Timer" parent="."]
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wait_time = 0.25
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one_shot = true
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[node name="Spawner" type="Node2D" parent="."]
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@ -1,21 +1,13 @@
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[gd_scene load_steps=5 format=3 uid="uid://dok3i8u5t1ka4"]
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[gd_scene load_steps=4 format=3 uid="uid://dok3i8u5t1ka4"]
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[ext_resource type="PackedScene" uid="uid://bjkshql8ut6hk" path="res://scenes/Ships/ship.tscn" id="1_6x7bu"]
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[ext_resource type="Shader" path="res://shaders/ship.gdshader" id="2_dbojl"]
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[ext_resource type="Script" path="res://scripts/Ship/player_input_controller.gd" id="3_0e84a"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_u1mh3"]
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resource_local_to_scene = true
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resource_name = "Shield Material"
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shader = ExtResource("2_dbojl")
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shader_parameter/wave_centers = PackedVector2Array()
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shader_parameter/wave_distances = PackedFloat32Array(-1)
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shader_parameter/color = Color(1, 0, 0, 1)
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shader_parameter/max_distance = 20.0
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shader_parameter/bublic_size = 20.0
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[ext_resource type="PackedScene" uid="uid://ryy1tdrxmjav" path="res://scenes/Ships/Modules/Weapons/weapon.tscn" id="4_fy1be"]
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[node name="PlayerShip" instance=ExtResource("1_6x7bu")]
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material = SubResource("ShaderMaterial_u1mh3")
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[node name="InputController" type="Node2D" parent="." index="3"]
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[node name="InputController" type="Node2D" parent="." index="0"]
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script = ExtResource("3_0e84a")
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[node name="Weapon" parent="Weapons" index="0" instance=ExtResource("4_fy1be")]
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action_id = "primary"
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@ -9,7 +9,9 @@
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[node name="Ship" type="Node2D"]
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script = ExtResource("2_n14ml")
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[node name="Hull" parent="." instance=ExtResource("3_upgeg")]
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[node name="HullHolder" type="Node" parent="."]
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[node name="Hull" parent="HullHolder" instance=ExtResource("3_upgeg")]
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[node name="Engine" parent="." instance=ExtResource("4_adr14")]
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@ -1,7 +1,8 @@
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[gd_scene load_steps=5 format=3 uid="uid://ckdttdkoo1t0s"]
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[gd_scene load_steps=6 format=3 uid="uid://ckdttdkoo1t0s"]
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[ext_resource type="PackedScene" uid="uid://dok3i8u5t1ka4" path="res://scenes/Ships/player_ship.tscn" id="1_b1l1c"]
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[ext_resource type="Shader" path="res://shaders/ship.gdshader" id="2_15op6"]
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[ext_resource type="Script" path="res://scripts/misc/ProjectilesContainer.gd" id="3_amh71"]
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[sub_resource type="GDScript" id="GDScript_6w8qb"]
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resource_name = "gogo"
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@ -83,12 +84,12 @@ func check_for_item(modules : Array[String]) -> Array[String]:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(_delta):
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if Input.is_action_just_released(\"pause\"):
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get_tree().change_scene_to_file(\"res://scenes/MainMenu.tscn\")
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"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_634ti"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_m15k8"]
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resource_local_to_scene = true
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resource_name = "Shield Material"
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shader = ExtResource("2_15op6")
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@ -117,6 +118,9 @@ vertical_alignment = 1
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autowrap_mode = 2
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[node name="PlayerShip" parent="." instance=ExtResource("1_b1l1c")]
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material = SubResource("ShaderMaterial_634ti")
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material = SubResource("ShaderMaterial_m15k8")
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position = Vector2(608, 352)
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scale = Vector2(0.5, 0.5)
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[node name="ProjectileContainer" type="Node2D" parent="."]
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script = ExtResource("3_amh71")
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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
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51
scripts/Ship/weapon.gd
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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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