Reworked player controller

This commit is contained in:
2025-11-09 22:30:22 +03:00
parent 213a0d60ed
commit 22aaeab0aa
23 changed files with 181 additions and 158 deletions
+59
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class_name AbstractShip
extends CharacterBody2D
@onready var sprite := $Sprite2D
@onready var collision := $CollisionShape2D
@export_range(0, 250) var acceleration : int = 0
@export_range(0, 250) var deceleration : int = 0
@export_range(0, 250) var max_speed : int = 0
@export var weapon_positions: Array[Vector2]
var _weapons : Array[AbstractWeapon]
func _physics_process(_delta: float) -> void:
var was_collided := move_and_slide()
if was_collided:
var normal := get_wall_normal()
velocity -= normal.abs() * velocity
func accelerate(direction: Vector2, delta: float) -> void:
var accel : Vector2 = direction * acceleration * delta
var decel : float = deceleration * delta
velocity.x = _get_new_speed(accel.x, decel, velocity.x)
velocity.y = _get_new_speed(accel.y, decel, velocity.y)
if velocity.length() > max_speed:
velocity = velocity.normalized() * max_speed
func shoot(weapon_index: int) -> void:
if weapon_index >= _weapons.size(): return
_weapons[weapon_index].shoot(velocity)
func reload(weapon_index: int) -> void:
if weapon_index >= _weapons.size(): return
_weapons[weapon_index].reload()
func _get_new_speed(accel: float, decel: float, current_speed: float) -> float:
if is_zero_approx(accel):
if absf(current_speed) < decel:
return 0.0
return current_speed + (decel if current_speed < 0 else -decel)
else:
return current_speed + accel
func _on_health_depleted() -> void:
queue_free()
+1
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uid://cesibaqtrgotl
+25
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[gd_scene load_steps=4 format=3 uid="uid://jvyagshykmgb"]
[ext_resource type="Script" uid="uid://cesibaqtrgotl" path="res://game/entities/ships/abstract_ship.gd" id="1_6isjb"]
[ext_resource type="Script" uid="uid://d3g4xbq45qmpr" path="res://game/health_system/health.gd" id="2_n766o"]
[sub_resource type="CircleShape2D" id="CircleShape2D_xxtvk"]
[node name="AbstractShip" type="CharacterBody2D"]
disable_mode = 1
motion_mode = 1
wall_min_slide_angle = 3.1415927
script = ExtResource("1_6isjb")
[node name="Sprite2D" type="Sprite2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_xxtvk")
[node name="Health" type="Node" parent="."]
script = ExtResource("2_n766o")
max_shield = 1000
max_armor = 1000
max_hull = 1000
[connection signal="depleted" from="Health" to="." method="_on_health_depleted"]
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class_name PlayerShip
extends AbstractShip
func _ready() -> void:
@warning_ignore("unused_local_constant")
const CANNON = preload("res://game/entities/weapons/cannon/cannon.tscn")
@warning_ignore("unused_local_constant")
const GATLING = preload("res://game/entities/weapons/gatling/gatling.tscn")
@warning_ignore("unused_local_constant")
const LASER = preload("res://game/entities/weapons/laser/laser.tscn")
@warning_ignore("unused_local_constant")
const LAUNCHER = preload("res://game/entities/weapons/launcher/launcher.tscn")
@warning_ignore("unused_local_constant")
const MINELAYER = preload("res://game/entities/weapons/minelayer/minelayer.tscn")
@warning_ignore("unused_local_constant")
const PLASMA = preload("res://game/entities/weapons/plasma/plasma.tscn")
@warning_ignore("unused_local_constant")
const RAILGUN = preload("res://game/entities/weapons/railgun/railgun.tscn")
@warning_ignore("unused_local_constant")
const SHRAPNEL = preload("res://game/entities/weapons/shrapnel/shrapnel.tscn")
@warning_ignore("unused_local_constant")
const TESLA = preload("res://game/entities/weapons/tesla/tesla.tscn")
var weapons := [
GATLING.instantiate(),
RAILGUN.instantiate(),
]
for index in weapons.size():
var weapon : Node2D = weapons[index]
if index < weapon_positions.size():
weapon.position = weapon_positions[index]
add_child(weapons[index])
_weapons.append(weapon)
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uid://ruxw1n03iq4i
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[gd_scene load_steps=6 format=3 uid="uid://br074cqcnul3d"]
[ext_resource type="PackedScene" uid="uid://jvyagshykmgb" path="res://game/entities/ships/abstract_ship.tscn" id="1_6otxb"]
[ext_resource type="Script" uid="uid://ruxw1n03iq4i" path="res://game/entities/ships/player_ship.gd" id="2_625ti"]
[ext_resource type="Script" uid="uid://dgevigih7owxd" path="res://game/controllers/player_controller.gd" id="3_dj8f1"]
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_dj8f1"]
size = Vector2(48, 32)
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_dj8f1"]
height = 20.0
[node name="PlayerShip" instance=ExtResource("1_6otxb")]
collision_layer = 3
script = ExtResource("2_625ti")
acceleration = 92
deceleration = 46
max_speed = 92
weapon_positions = Array[Vector2]([Vector2(0, 8), Vector2(0, -8)])
[node name="Sprite2D" parent="." index="0"]
texture = SubResource("PlaceholderTexture2D_dj8f1")
[node name="CollisionShape2D" parent="." index="1"]
shape = SubResource("CapsuleShape2D_dj8f1")
[node name="PlayerController" type="Node" parent="." index="3"]
script = ExtResource("3_dj8f1")
metadata/_custom_type_script = "uid://dgevigih7owxd"
[connection signal="accelerate" from="PlayerController" to="." method="accelerate"]
[connection signal="reload" from="PlayerController" to="." method="reload"]
[connection signal="shoot" from="PlayerController" to="." method="shoot"]