Made pause controller to be created on player if it exists

This commit is contained in:
2ndbeam 2024-04-30 21:24:51 +03:00
commit 93aa83dcaa
11 changed files with 129 additions and 17 deletions

View file

@ -18,7 +18,7 @@ class_name Hull
"Rockets": 10,
}
## Current ammunition. Change this with set_ammunition
@onready var ammunition: Dictionary = max_ammunition
@onready var ammunition: Dictionary = max_ammunition.duplicate()
## Current HP of the hull. If it reaches zero, it emits parent's destroyed signal
@onready var hp: float = max_hp:
@ -35,9 +35,8 @@ var scalar_velocity: float = 0.0
func add_ammunition(which: String, value: float) -> bool:
if ammunition[which] + value < 0:
return false
ammunition[which] += value;
if ammunition[which] > max_ammunition[which]:
ammunition[which] = max_ammunition[which]
ammunition[which] = snapped(ammunition[which] + value, 0.01)
ammunition[which] = min(ammunition[which], max_ammunition[which])
return true
## Update ship's position and rotation

View file

@ -4,6 +4,8 @@ class_name PlayerShip
## Player camera reference
@onready var camera = $Camera
## Player colorable GUI reference
@onready var colorable_gui = $ColorableGUI
## Currency variable
var money: float = 1000.0

View file

@ -28,7 +28,7 @@ class_name Shield
## Indicates if shield will charge
var can_recharge_shield: bool = false
## Indicates if laser will charge
var can_recharge_laser: bool = true
var can_recharge_laser: bool = false
func _ready() -> void:
shield_recharge_timer.timeout.connect(shield_timer_out)

View file

@ -39,6 +39,7 @@ func _process(_delta) -> void:
shoot_timer.start()
if ammo_type == "Laser Energy":
ship.shield.laser_recharge_timer.start()
ship.shield.can_recharge_laser = false
func shoot() -> void:
for spawner in spawner_points:

View file

@ -7,21 +7,32 @@ class_name StarSystem
## Height of the system. Limits stars generation and camera bounds
@export var height: int = 8192
## Pause controller node reference
@onready var pause_controller = $PauseController
## Pause controller packed scene
@export var pause_controller_scene: PackedScene
## Player ship reference. May be null.
var player_ship: PlayerShip
## Pause controller reference
var pause_controller: Control
func _ready():
player_ship = get_node_or_null("PlayerShip")
# adjust player ship camera if player ship exists
pause_controller = pause_controller_scene.instantiate()
if player_ship != null:
# adjust player ship camera if player ship exists
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
# add pause controller child to the gui
player_ship.colorable_gui.add_child(pause_controller)
else:
# or add it to root node lol
add_child(pause_controller)
pause_controller.visible = false
## Pause the game. Remember to unpause it when switching scenes!
func pause():
@ -36,3 +47,6 @@ func unpause():
func _process(_delta):
if Input.is_action_just_released("pause"):
unpause() if get_tree().paused else pause()
if player_ship != null:
pause_controller.position = player_ship.global_position