Added shooter ship

This commit is contained in:
2ndbeam 2024-05-13 21:04:36 +03:00
commit ab3ac4af66
10 changed files with 232 additions and 4 deletions

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@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://bckgb423wsdrw"]
[ext_resource type="PackedScene" uid="uid://bsu4eqwdfewwi" path="res://scenes/Ships/Modules/Hulls/hull.tscn" id="1_7i1ve"]
[ext_resource type="Texture2D" uid="uid://bxtd2ij1dc1d3" path="res://sprites/shooter.png" id="2_gvwov"]
[node name="Hull" instance=ExtResource("1_7i1ve")]
max_hp = 10.0
[node name="Sprite" parent="." index="0"]
position = Vector2(0, 0.5)
texture = ExtResource("2_gvwov")
[node name="Collision" parent="." index="1"]
polygon = PackedVector2Array(-52.5, 15, -52.5, 51, -69.5, 61, -63.5, 71, -62.5, 71, 76.5, 1, 76.5, 0, -62.5, -70, -63.5, -70, -69.5, -60, -52.5, -50, -52.5, -14, -62.5, -14, -75.5, -28, -76.5, -28, -76.5, 29, -75.5, 29, -61.5, 15)

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@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3 uid="uid://pev6k21vqaem"] [gd_scene load_steps=10 format=3 uid="uid://pev6k21vqaem"]
[ext_resource type="Script" path="res://scripts/Ship/ship.gd" id="1_82bba"] [ext_resource type="Script" path="res://scripts/Ship/ship.gd" id="1_82bba"]
[ext_resource type="PackedScene" uid="uid://bkd4gyhlota7l" path="res://scenes/Ships/Modules/Hulls/kamikaze_hull.tscn" id="2_165nu"] [ext_resource type="PackedScene" uid="uid://bkd4gyhlota7l" path="res://scenes/Ships/Modules/Hulls/kamikaze_hull.tscn" id="2_165nu"]
@ -9,6 +9,19 @@
[ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/WanderingState.gd" id="6_emcj1"] [ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/WanderingState.gd" id="6_emcj1"]
[ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/AttackState.gd" id="7_ilmkp"] [ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/AttackState.gd" id="7_ilmkp"]
[sub_resource type="GDScript" id="GDScript_nif6i"]
resource_name = "health_shield_counter"
script/source = "extends Label
## Text with placeholder
@onready var unformatted_text: String = text
## Shortcut to get_parent().get_parent().get_parent()
@onready var ship: Ship = get_parent().get_parent().get_parent()
func _process(_delta):
text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp, ship.shield.capacity, ship.shield.max_capacity])
"
[node name="KamikazeShip" type="Node2D"] [node name="KamikazeShip" type="Node2D"]
script = ExtResource("1_82bba") script = ExtResource("1_82bba")
@ -38,4 +51,24 @@ wait_time = 10.0
[node name="AttackState" type="Node" parent="StateTree"] [node name="AttackState" type="Node" parent="StateTree"]
script = ExtResource("7_ilmkp") script = ExtResource("7_ilmkp")
[node name="StatHolder" type="Node" parent="."]
[node name="StatCarry" type="Node2D" parent="StatHolder"]
[node name="HealthShield" type="Label" parent="StatHolder/StatCarry"]
offset_left = -49.0
offset_top = -133.0
offset_right = 50.0
offset_bottom = -84.0
text = "{0}/{1} HP
{2}/{3} SP"
horizontal_alignment = 1
vertical_alignment = 1
script = SubResource("GDScript_nif6i")
[node name="RemoteTransform2D" type="RemoteTransform2D" parent="."]
remote_path = NodePath("../StatHolder/StatCarry")
update_rotation = false
update_scale = false
[connection signal="timeout" from="StateTree/WanderingState/UpdateDestination" to="StateTree/WanderingState" method="update_destination"] [connection signal="timeout" from="StateTree/WanderingState/UpdateDestination" to="StateTree/WanderingState" method="update_destination"]

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@ -0,0 +1,80 @@
[gd_scene load_steps=11 format=3 uid="uid://yso8f0y5kg50"]
[ext_resource type="Script" path="res://scripts/Ship/ship.gd" id="1_o387g"]
[ext_resource type="PackedScene" uid="uid://bckgb423wsdrw" path="res://scenes/Ships/Modules/Hulls/shooter_hull.tscn" id="2_kthut"]
[ext_resource type="PackedScene" uid="uid://mw4kwxoeqch3" path="res://scenes/Ships/Modules/Engines/engine.tscn" id="3_ysnrn"]
[ext_resource type="PackedScene" uid="uid://bunboi5ouscw8" path="res://scenes/Ships/Modules/Shields/shield.tscn" id="4_5rkla"]
[ext_resource type="Script" path="res://scripts/Ship/weapons.gd" id="5_f305p"]
[ext_resource type="PackedScene" uid="uid://bf10g066l8grd" path="res://scenes/Ships/Modules/Weapons/laser.tscn" id="6_hun72"]
[ext_resource type="Script" path="res://scripts/State Machine/tree.gd" id="7_5uvtf"]
[ext_resource type="Script" path="res://scripts/State Machine/Kamikaze/WanderingState.gd" id="8_i8jwt"]
[ext_resource type="Script" path="res://scripts/State Machine/Shooter/AttackState.gd" id="9_0eak7"]
[sub_resource type="GDScript" id="GDScript_r7j0p"]
resource_name = "health_shield_counter"
script/source = "extends Label
## Text with placeholder
@onready var unformatted_text: String = text
## Shortcut to get_parent().get_parent().get_parent()
@onready var ship: Ship = get_parent().get_parent().get_parent()
func _process(_delta):
text = unformatted_text.format([ship.hull.hp, ship.hull.max_hp, ship.shield.capacity, ship.shield.max_capacity])
"
[node name="ShooterShip" type="Node2D"]
process_mode = 1
script = ExtResource("1_o387g")
[node name="HullHolder" type="Node" parent="."]
[node name="Hull" parent="HullHolder" instance=ExtResource("2_kthut")]
[node name="Engine" parent="." instance=ExtResource("3_ysnrn")]
[node name="Shield" parent="." instance=ExtResource("4_5rkla")]
max_capacity = 3
[node name="Weapons" type="Node2D" parent="."]
script = ExtResource("5_f305p")
[node name="Laser" parent="Weapons" instance=ExtResource("6_hun72")]
position = Vector2(67, 0.5)
max_gun_rotation = 15.0
action_id = "shoot"
ammo_type = "n/a"
ammo_consumption = 0.0
[node name="StateTree" type="Node" parent="." node_paths=PackedStringArray("state")]
script = ExtResource("7_5uvtf")
state = NodePath("WanderingState")
[node name="WanderingState" type="Node" parent="StateTree"]
script = ExtResource("8_i8jwt")
[node name="UpdateDestination" type="Timer" parent="StateTree/WanderingState"]
wait_time = 10.0
[node name="AttackState" type="Node" parent="StateTree"]
script = ExtResource("9_0eak7")
[node name="StatHolder" type="Node" parent="."]
[node name="StatCarry" type="Node2D" parent="StatHolder"]
[node name="HealthShield" type="Label" parent="StatHolder/StatCarry"]
offset_left = -49.0
offset_top = -133.0
offset_right = 50.0
offset_bottom = -84.0
text = "{0}/{1} HP
{2}/{3} SP"
horizontal_alignment = 1
vertical_alignment = 1
script = SubResource("GDScript_r7j0p")
[node name="RemoteTransform2D" type="RemoteTransform2D" parent="."]
remote_path = NodePath("../StatHolder/StatCarry")
update_rotation = false
update_scale = false

View file

@ -1,8 +1,9 @@
[gd_scene load_steps=5 format=3 uid="uid://crneq2enhxsw5"] [gd_scene load_steps=6 format=3 uid="uid://crneq2enhxsw5"]
[ext_resource type="PackedScene" uid="uid://bsnrcw64qr2hr" path="res://scenes/Star Systems/star_system_template.tscn" id="1_2ai1l"] [ext_resource type="PackedScene" uid="uid://bsnrcw64qr2hr" path="res://scenes/Star Systems/star_system_template.tscn" id="1_2ai1l"]
[ext_resource type="PackedScene" uid="uid://dk3nvl8f0v24e" path="res://scenes/base_template.tscn" id="3_m5ica"] [ext_resource type="PackedScene" uid="uid://dk3nvl8f0v24e" path="res://scenes/base_template.tscn" id="3_m5ica"]
[ext_resource type="PackedScene" uid="uid://pev6k21vqaem" path="res://scenes/Ships/NPC Ships/kamikaze_ship.tscn" id="4_i6rbg"] [ext_resource type="PackedScene" uid="uid://pev6k21vqaem" path="res://scenes/Ships/NPC Ships/kamikaze_ship.tscn" id="4_i6rbg"]
[ext_resource type="PackedScene" uid="uid://yso8f0y5kg50" path="res://scenes/Ships/NPC Ships/shooter_ship.tscn" id="5_o3ny8"]
[ext_resource type="PackedScene" uid="uid://dok3i8u5t1ka4" path="res://scenes/Ships/player_ship.tscn" id="7_jyplv"] [ext_resource type="PackedScene" uid="uid://dok3i8u5t1ka4" path="res://scenes/Ships/player_ship.tscn" id="7_jyplv"]
[node name="StarSystem" instance=ExtResource("1_2ai1l")] [node name="StarSystem" instance=ExtResource("1_2ai1l")]
@ -25,4 +26,7 @@ position = Vector2(19, 10)
position = Vector2(7171, -28) position = Vector2(7171, -28)
[node name="KamikazeShip" parent="FactionAggressive" index="0" instance=ExtResource("4_i6rbg")] [node name="KamikazeShip" parent="FactionAggressive" index="0" instance=ExtResource("4_i6rbg")]
position = Vector2(4245, -1247) position = Vector2(-444, -228)
[node name="ShooterShip" parent="FactionAggressive" index="1" instance=ExtResource("5_o3ny8")]
position = Vector2(204, 491)

View file

@ -7,7 +7,7 @@ size = Vector2(4, 32)
[node name="Laser" type="Node2D" node_paths=PackedStringArray("collider")] [node name="Laser" type="Node2D" node_paths=PackedStringArray("collider")]
script = ExtResource("1_6nacn") script = ExtResource("1_6nacn")
speed = 600.0 speed = 1000.0
collider = NodePath("Collision") collider = NodePath("Collision")
[node name="LaserBody" type="Line2D" parent="."] [node name="LaserBody" type="Line2D" parent="."]

View file

@ -37,6 +37,7 @@ func process(_delta):
# checking if need to apply torque # checking if need to apply torque
destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position)) destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position))
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
if abs(current_destination_difference) > destination_difference: if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0) ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
else: else:
@ -44,6 +45,7 @@ func process(_delta):
ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * additional_stab_force) ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * additional_stab_force)
# making ship always accelerate # making ship always accelerate
ship.engine.acceleration_axis = 1.0 ship.engine.acceleration_axis = 1.0
var distance_to_target = ship.global_position.distance_to(target.global_position) var distance_to_target = ship.global_position.distance_to(target.global_position)
if distance_to_target > target_loss_distance: if distance_to_target > target_loss_distance:
get_parent().transit("WanderingState") get_parent().transit("WanderingState")

View file

@ -43,6 +43,7 @@ func enter(_message):
func process(_delta): func process(_delta):
# checking if need to apply torque # checking if need to apply torque
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
if abs(current_destination_difference) > destination_difference: if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0) ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
else: else:

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@ -0,0 +1,60 @@
extends State
## If target is further than this distance, transit to WanderingState
@export var target_loss_distance: float = 1536.0
## Node which is being targeted by this ship
var target: Node2D
## Shortcut to get_parent().get_parent()
@onready var ship = get_parent().get_parent()
## Ship will strive to achieve this angle
var destination_degrees: float = 0:
set(value):
if value > 180:
destination_degrees = value - 360
elif value < -180:
destination_degrees = 360 + value
else:
destination_degrees = value
## Delta to destination_degrees
var destination_difference: float
var current_destination_difference: float:
set(value):
if value > 180:
current_destination_difference = value - 360
else:
current_destination_difference = value
## Gun node to change its behavior
var gun: Node2D
func enter(message: Dictionary):
if message.has("target"):
target = message["target"]
gun = ship.weapons.list[0]
destination_difference = gun.max_gun_rotation / 2
else:
get_parent().transit("WanderingState")
func process(_delta):
# checking if need to apply torque
destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position))
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
gun.shoot_request = 0.0
else:
ship.engine.rotation_axis = 0.0
gun.shoot_request = 1.0
var distance_to_target = ship.global_position.distance_to(target.global_position)
if distance_to_target > target_loss_distance:
get_parent().transit("WanderingState")
gun.gun_rotation = 0.0
gun.shoot_request = 0.0
return
ship.engine.acceleration_axis = clamp((distance_to_target - 256) / 256 + 0.3, -1.0, 1.0)
gun.gun_rotation = current_destination_difference

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