Rewriting ships: Added shields and weapons holder
This commit is contained in:
parent
e2b9fa6c69
commit
95274d0a5b
17 changed files with 396 additions and 24 deletions
16
scenes/Ships/Modules/Shields/shield.tscn
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16
scenes/Ships/Modules/Shields/shield.tscn
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@ -0,0 +1,16 @@
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[gd_scene load_steps=2 format=3 uid="uid://bunboi5ouscw8"]
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[ext_resource type="Script" path="res://scripts/Ship/shield.gd" id="1_sexol"]
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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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[node name="ShieldTimer" type="Timer" parent="."]
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wait_time = 5.0
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one_shot = true
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[node name="LaserTimer" type="Timer" parent="."]
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wait_time = 5.0
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one_shot = true
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@ -17,5 +17,5 @@ shader_parameter/bublic_size = 20.0
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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="2"]
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[node name="InputController" type="Node2D" parent="." index="3"]
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script = ExtResource("3_0e84a")
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@ -1,14 +1,19 @@
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[gd_scene load_steps=5 format=3 uid="uid://bjkshql8ut6hk"]
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[gd_scene load_steps=6 format=3 uid="uid://bjkshql8ut6hk"]
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[ext_resource type="Material" uid="uid://cw0827vwv7pc1" path="res://shaders/materials/ship_material.tres" id="1_ibfis"]
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[ext_resource type="Script" path="res://scripts/Ship/ship.gd" id="2_n14ml"]
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[ext_resource type="PackedScene" uid="uid://bsu4eqwdfewwi" path="res://scenes/Ships/Modules/Hulls/hull.tscn" id="3_upgeg"]
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[ext_resource type="PackedScene" uid="uid://mw4kwxoeqch3" path="res://scenes/Ships/Modules/Engines/engine.tscn" id="4_adr14"]
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[ext_resource type="PackedScene" uid="uid://bunboi5ouscw8" path="res://scenes/Ships/Modules/Shields/shield.tscn" id="4_ntnqw"]
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[ext_resource type="Script" path="res://scripts/Ship/weapons.gd" id="5_ooyny"]
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[node name="Ship" type="Node2D"]
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material = ExtResource("1_ibfis")
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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="Engine" parent="." instance=ExtResource("4_adr14")]
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[node name="Shield" parent="." instance=ExtResource("4_ntnqw")]
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[node name="Weapons" type="Node2D" parent="."]
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script = ExtResource("5_ooyny")
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122
scenes/deb338.tmp
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122
scenes/deb338.tmp
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@ -0,0 +1,122 @@
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[gd_scene load_steps=5 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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[sub_resource type="GDScript" id="GDScript_6w8qb"]
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resource_name = "gogo"
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script/source = "extends Node2D
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@onready var items = $Items
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@onready var verified = $\"Verified Items\"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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var dir = DirAccess.open(\"res://items\")
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var files = dir.get_files()
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var text = \"Items:\\n\"
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Hulls:\\n\"
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dir = DirAccess.open(\"res://scenes/hulls\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Engines:\\n\"
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dir = DirAccess.open(\"res://scenes/engines\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Shields:\\n\"
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dir = DirAccess.open(\"res://scenes/shields\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Weapons:\\n\"
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dir = DirAccess.open(\"res://scenes/weapons/presets\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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items.text = text
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fetch_modules()
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func fetch_modules():
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var dir = DirAccess.open(\"res://items\")
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var files = dir.get_files()
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var text = \"Items:\\n\"
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Hulls:\\n\"
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dir = DirAccess.open(\"res://scenes/hulls\")
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var modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Engines:\\n\"
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dir = DirAccess.open(\"res://scenes/engines\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Shields:\\n\"
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dir = DirAccess.open(\"res://scenes/shields\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Weapons:\\n\"
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dir = DirAccess.open(\"res://scenes/weapons/presets\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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verified.text = text
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func check_for_item(modules : Array[String]) -> Array[String]:
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var returnable : Array[String] = []
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for module in modules:
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var itm = module.split('.', true, 1)[0]
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if Game.get_item(itm).name != Game.DEFAULT_ITEM.name:
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returnable.append(itm)
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return returnable
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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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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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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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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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[node name="Debug" type="Node2D"]
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script = SubResource("GDScript_6w8qb")
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[node name="Items" type="Label" parent="."]
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offset_right = 640.0
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offset_bottom = 720.0
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horizontal_alignment = 1
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vertical_alignment = 1
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autowrap_mode = 2
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[node name="Verified Items" type="Label" parent="."]
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offset_left = 640.0
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offset_right = 1280.0
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offset_bottom = 720.0
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horizontal_alignment = 1
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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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position = Vector2(608, 352)
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scale = Vector2(0.5, 0.5)
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122
scenes/deb435B.tmp
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122
scenes/deb435B.tmp
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@ -0,0 +1,122 @@
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[gd_scene load_steps=5 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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[sub_resource type="GDScript" id="GDScript_6w8qb"]
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resource_name = "gogo"
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script/source = "extends Node2D
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@onready var items = $Items
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@onready var verified = $\"Verified Items\"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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var dir = DirAccess.open(\"res://items\")
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var files = dir.get_files()
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var text = \"Items:\\n\"
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Hulls:\\n\"
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dir = DirAccess.open(\"res://scenes/hulls\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Engines:\\n\"
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dir = DirAccess.open(\"res://scenes/engines\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Shields:\\n\"
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dir = DirAccess.open(\"res://scenes/shields\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Weapons:\\n\"
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dir = DirAccess.open(\"res://scenes/weapons/presets\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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items.text = text
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fetch_modules()
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func fetch_modules():
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var dir = DirAccess.open(\"res://items\")
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var files = dir.get_files()
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var text = \"Items:\\n\"
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Hulls:\\n\"
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dir = DirAccess.open(\"res://scenes/hulls\")
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var modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Engines:\\n\"
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dir = DirAccess.open(\"res://scenes/engines\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Shields:\\n\"
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dir = DirAccess.open(\"res://scenes/shields\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Weapons:\\n\"
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dir = DirAccess.open(\"res://scenes/weapons/presets\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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verified.text = text
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func check_for_item(modules : Array[String]) -> Array[String]:
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var returnable : Array[String] = []
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for module in modules:
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var itm = module.split('.', true, 1)[0]
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if Game.get_item(itm).name != Game.DEFAULT_ITEM.name:
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returnable.append(itm)
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return returnable
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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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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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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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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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[node name="Debug" type="Node2D"]
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script = SubResource("GDScript_6w8qb")
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[node name="Items" type="Label" parent="."]
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offset_right = 640.0
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offset_bottom = 720.0
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horizontal_alignment = 1
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vertical_alignment = 1
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autowrap_mode = 2
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[node name="Verified Items" type="Label" parent="."]
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offset_left = 640.0
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offset_right = 1280.0
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offset_bottom = 720.0
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horizontal_alignment = 1
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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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position = Vector2(608, 352)
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scale = Vector2(0.5, 0.5)
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@ -1,4 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://ckdttdkoo1t0s"]
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[gd_scene load_steps=5 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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[sub_resource type="GDScript" id="GDScript_6w8qb"]
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resource_name = "gogo"
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@ -85,6 +88,16 @@ func _process(delta):
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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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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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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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[node name="Debug" type="Node2D"]
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script = SubResource("GDScript_6w8qb")
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@ -102,3 +115,8 @@ offset_bottom = 720.0
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horizontal_alignment = 1
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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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position = Vector2(608, 352)
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scale = Vector2(0.5, 0.5)
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@ -20,7 +20,7 @@ var acceleration_axis: float = 0.0
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## Rotation control variable
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var rotation_axis: float = 0.0
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func _physics_process(_delta):
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func _physics_process(_delta) -> void:
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# apply movement and rotation
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ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * acceleration_speed * acceleration_axis)
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ship.hull.apply_torque(rotation_speed * rotation_axis)
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## Maximum amount of ammunition to be carried
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@export var max_ammunition: Dictionary = {
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"n/a": 0, # don't change this k thx
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"Laser Energy": 100,
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"Laser Energy": 100.0,
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"Rockets": 10,
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}
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## Current ammunition. Change this with set_ammunition
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@onready var ammunition: Dictionary = max_ammunition
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## Current HP of the hull. If it reaches zero, it emits parent's destroyed signal
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var hp: float = max_hp:
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@onready var hp: float = max_hp:
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set(new_hp):
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if new_hp > 0:
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hp = new_hp
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else:
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ship.destroyed.emit()
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## Adds amount to ammunition, returns true if it was successful
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func add_ammunition(which: String, value: float) -> bool:
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if ammunition[which] + value < 0:
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return false
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ammunition[which] += value;
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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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@ -3,6 +3,6 @@ extends Node2D
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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func _physics_process(_delta):
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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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56
scripts/Ship/shield.gd
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56
scripts/Ship/shield.gd
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extends Node2D
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class_name Shield
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## Shield ID to be used with Game.get_module()
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@export var id: String = "shield"
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## Maximum damage shield can take before running out of energy
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@export var max_capacity: int = 8
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## Shield is charged by this amount every second
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@export var shield_charge_rate: float = 1.0
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## One-shot timer which holds shield recharge cooldown
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@export var shield_recharge_timer: Timer
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## Laser energy is charged by this amount every second
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@export var laser_charge_rate: float = 20.0
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## One-shot timer which hold laser recharge cooldown
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@export var laser_recharge_timer: Timer
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## Shortcut to get_parent()
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@onready var ship = get_parent()
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## Current shield capacity
|
||||
@onready var capacity: float = max_capacity:
|
||||
set(new_capacity):
|
||||
capacity = new_capacity
|
||||
if capacity < 0:
|
||||
ship.hull.hp += capacity
|
||||
capacity = 0
|
||||
if capacity > max_capacity:
|
||||
capacity = max_capacity
|
||||
## Indicates if shield will charge
|
||||
var can_recharge_shield: bool = false
|
||||
## Indicates if laser will charge
|
||||
var can_recharge_laser: bool = true
|
||||
|
||||
func _ready() -> void:
|
||||
shield_recharge_timer.timeout.connect(shield_timer_out)
|
||||
laser_recharge_timer.timeout.connect(laser_timer_out)
|
||||
|
||||
## This function deals damage to the shield
|
||||
func deal_damage(damage: float) -> void:
|
||||
capacity -= damage
|
||||
can_recharge_shield = false
|
||||
shield_recharge_timer.start()
|
||||
laser_recharge_timer.start()
|
||||
|
||||
## Allows shield to charge
|
||||
func shield_timer_out() -> void:
|
||||
can_recharge_shield = true
|
||||
|
||||
## Allows laser to charge
|
||||
func laser_timer_out() -> void:
|
||||
can_recharge_laser = true
|
||||
|
||||
func _physics_process(delta) -> void:
|
||||
if can_recharge_shield:
|
||||
capacity += shield_charge_rate * delta
|
||||
if can_recharge_laser:
|
||||
ship.hull.add_ammunition("Laser Energy", laser_charge_rate * delta)
|
||||
|
|
@ -13,25 +13,22 @@ signal destroyed
|
|||
@onready var hull: Hull = $Hull
|
||||
## Reference to the shield module
|
||||
@onready var shield: Shield = $Shield
|
||||
## Reference to primary weapon
|
||||
#@onready var primary_weapon: Weapon = $PrimaryWeapon
|
||||
## Reference to secondary weapon
|
||||
#@onready var secondary_weapon: Weapon = $SecondaryWeapon
|
||||
## Reference to weapons node
|
||||
@onready var weapons: Node2D = $Weapons
|
||||
|
||||
## Faction which this ship belongs to
|
||||
var faction : Game.Faction = Game.Faction.Player
|
||||
|
||||
func _ready():
|
||||
#shield.material = material
|
||||
func _ready() -> void:
|
||||
destroyed.connect(destroy)
|
||||
|
||||
## Reset all required variables
|
||||
func destroy():
|
||||
func destroy() -> void:
|
||||
hull.hp = hull.max_hp
|
||||
shield.capacity = shield.max_capacity
|
||||
|
||||
## Swaps old hull with the new one
|
||||
func change_hull(new_hull_id: String):
|
||||
func change_hull(new_hull_id: String) -> void:
|
||||
var new_hull: Hull = Game.get_module(new_hull_id, 'hull').instantiate()
|
||||
var old_hull: Hull = hull
|
||||
add_child(new_hull)
|
||||
|
|
@ -40,7 +37,7 @@ func change_hull(new_hull_id: String):
|
|||
get_tree().create_timer(0.05).timeout.connect(old_hull.queue_free)
|
||||
|
||||
## Swaps old engine with the new one
|
||||
func change_engine(new_engine_id: String):
|
||||
func change_engine(new_engine_id: String) -> void:
|
||||
var new_engine: ShipEngine = Game.get_module(new_engine_id, 'engine').instantiate()
|
||||
var old_engine: ShipEngine = engine
|
||||
add_child(new_engine)
|
||||
|
|
@ -48,7 +45,7 @@ func change_engine(new_engine_id: String):
|
|||
get_tree().create_timer(0.05).timeout.connect(old_engine.queue_free)
|
||||
|
||||
## Swaps old shield with the new one
|
||||
func change_shield(new_shield_id: String):
|
||||
func change_shield(new_shield_id: String) -> void:
|
||||
var new_shield: Shield = Game.get_module(new_shield_id, 'shield').instantiate()
|
||||
var old_shield: Shield = shield
|
||||
add_child(new_shield)
|
||||
|
|
|
|||
25
scripts/Ship/weapons.gd
Normal file
25
scripts/Ship/weapons.gd
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
extends Node2D
|
||||
|
||||
# TODO: implement add_weapon
|
||||
|
||||
## Shortcut to get_parent()
|
||||
@onready var ship = get_parent()
|
||||
## List of weapons
|
||||
var list: Array[Weapon] = get_children() as Array[Weapon]
|
||||
|
||||
## Updates list with actual children of this node
|
||||
func update_weapon_list() -> void:
|
||||
list = get_children() as Array[Weapon]
|
||||
|
||||
## Removes weapon with given ID and returns true if successful
|
||||
func remove_weapon(id: String) -> bool:
|
||||
for weapon in list:
|
||||
if weapon.id == id:
|
||||
list.erase(weapon)
|
||||
weapon.free()
|
||||
return true
|
||||
return false
|
||||
|
||||
## Adds weapon with given ID to list
|
||||
func add_weapon(id: String) -> void:
|
||||
pass
|
||||
|
|
@ -4,6 +4,7 @@ class_name Game
|
|||
enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION}
|
||||
enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
|
||||
enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE}
|
||||
enum Faction {Player, Peaceful, Neutral, Aggressive}
|
||||
|
||||
const DEFAULT_ITEM = preload("res://items/test_item.tres")
|
||||
const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn")
|
||||
|
|
@ -12,7 +13,7 @@ const DEFAULT_ENGINE = preload("res://scenes/engines/starterengine.tscn")
|
|||
const DEFAULT_SHIELD = preload("res://scenes/shields/startershield.tscn")
|
||||
|
||||
const salt = "2ndbeam"
|
||||
const gameversion = "Ictar 1.1"
|
||||
const gameversion = "Ifre 1.0"
|
||||
const beta = false
|
||||
|
||||
static var profile : Profile = Profile.new()
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
extends Node2D
|
||||
|
||||
class_name Hull
|
||||
#class_name Hull
|
||||
|
||||
@export var max_hp : float = 30
|
||||
@export var max_fuel : float = 1000
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
extends Node2D
|
||||
|
||||
class_name Shield
|
||||
#class_name Shield
|
||||
|
||||
@export var max_capacity : int = 8
|
||||
@export var shield_charge_rate : float = 1
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@ extends Node2D
|
|||
|
||||
# TODO: rewrite movement system to be impulse based
|
||||
|
||||
class_name ShipEngine
|
||||
# class_name ShipEngine
|
||||
|
||||
@export var max_speed : float = 200
|
||||
@export var max_turbo_speed : float = 300
|
||||
|
|
|
|||
|
|
@ -26,7 +26,6 @@ func create(type : TYPE, progress_max : int, reward_money : float, restrictions
|
|||
|
||||
func do_progress() -> void:
|
||||
progress += 1
|
||||
print("sheesh")
|
||||
if progress >= progress_max:
|
||||
quest_ended.emit(true)
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue