cosmic/scripts/objects/MainShip.gd
2024-01-14 14:42:23 +05:00

106 lines
2.9 KiB
GDScript

extends CharacterBody2D
class_name MainShip
@onready var engine = $Engine
@onready var hull = $Hull
@onready var shield = $Shield
@onready var pause_controller = $GUI/Interface/PauseController
@onready var minimap = $CanvasLayer/Control/Minimap
@onready var camera = $Camera
@onready var primary_slot = $PrimaryWeapon
@onready var secondary_slot = $SecondaryWeapon
var allow_shooting = true
var faction = "player"
var money : float = 1000
var quest : Quest = Quest.new()
var quest_completed : bool = false
var hulls : Array = ["starterhull"]
var engines : Array = ["starterengine"]
var shields : Array = ["startershield"]
var weapons : Array = ["SingleLaserMk1"]
signal destroyed
func _ready():
quest.quest_added.connect(add_quest)
quest.quest_ended.connect(kill_quest)
quest.quest_failed.connect(kill_quest)
destroyed.connect(quest._restriction_no_deaths)
shield.material = material
#quest.create(Quest.TYPE.ELIMINATION, 2, 200)
func _process(_delta):
if hull.hp < 0: destroy()
func changeinterfacecolor():
$GUI/Interface.modulate = material.get_shader_parameter('color')
func destroy():
hull.hp = hull.max_hp
shield.capacity = shield.max_capacity
global_position = Vector2.ZERO
engine.speed = 0
engine.turbo_enabled = false
destroyed.emit()
func add_quest(quest : Quest):
if quest.restrictions.has(Quest.RESTRICTIONS.TIMER):
get_tree().create_timer(quest.data['timer']).timeout.connect(timer_failed)
if quest.type == Quest.TYPE.DELIVERY:
minimap.add_marker(quest.data['destination'], "quest")
func kill_quest(success : bool):
if success:
quest_completed = true
quest.new = true
func timer_failed():
if quest.new:
return
kill_quest(false)
func enemy_destroyed(_enemy):
if quest.new:
return
if quest.type == quest.TYPE.ELIMINATION:
quest.do_progress()
func change_hull(new):
var new_hull = Game.get_module(new, 'hull').instantiate()
var old_hull = hull
add_child(new_hull)
hull = new_hull
hull.hp = old_hull.hp
hull.fuel = old_hull.fuel
get_tree().create_timer(0.05).timeout.connect(old_hull.queue_free)
func change_engine(new):
var new_engine = Game.get_module(new, 'engine').instantiate()
var old_engine = engine
add_child(new_engine)
engine = new_engine
get_tree().create_timer(0.05).timeout.connect(old_engine.queue_free)
func change_shield(new):
var new_shield = Game.get_module(new, 'shield').instantiate()
var old_shield = shield
add_child(new_shield)
shield = new_shield
get_tree().create_timer(0.05).timeout.connect(old_shield.queue_free)
func change_primary_weapon(new):
var weapon = Game.get_weapon(new).instantiate()
if primary_slot.get_child_count() > 0:
for child in primary_slot.get_children():
child.queue_free()
primary_slot.add_child(weapon)
func change_secondary_weapon(new):
var weapon = Game.get_weapon(new).instantiate()
if secondary_slot.get_child_count() > 0:
for child in secondary_slot.get_children():
child.queue_free()
secondary_slot.add_child(weapon)