Reworked player controller
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@@ -0,0 +1,35 @@
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class_name PlayerShip
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extends AbstractShip
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func _ready() -> void:
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@warning_ignore("unused_local_constant")
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const CANNON = preload("res://game/entities/weapons/cannon/cannon.tscn")
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@warning_ignore("unused_local_constant")
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const GATLING = preload("res://game/entities/weapons/gatling/gatling.tscn")
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@warning_ignore("unused_local_constant")
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const LASER = preload("res://game/entities/weapons/laser/laser.tscn")
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@warning_ignore("unused_local_constant")
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const LAUNCHER = preload("res://game/entities/weapons/launcher/launcher.tscn")
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@warning_ignore("unused_local_constant")
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const MINELAYER = preload("res://game/entities/weapons/minelayer/minelayer.tscn")
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@warning_ignore("unused_local_constant")
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const PLASMA = preload("res://game/entities/weapons/plasma/plasma.tscn")
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@warning_ignore("unused_local_constant")
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const RAILGUN = preload("res://game/entities/weapons/railgun/railgun.tscn")
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@warning_ignore("unused_local_constant")
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const SHRAPNEL = preload("res://game/entities/weapons/shrapnel/shrapnel.tscn")
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@warning_ignore("unused_local_constant")
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const TESLA = preload("res://game/entities/weapons/tesla/tesla.tscn")
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var weapons := [
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GATLING.instantiate(),
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RAILGUN.instantiate(),
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]
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for index in weapons.size():
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var weapon : Node2D = weapons[index]
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if index < weapon_positions.size():
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weapon.position = weapon_positions[index]
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add_child(weapons[index])
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_weapons.append(weapon)
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