Removed shoot() from controllers. Removed idle animation from laser
This commit is contained in:
@@ -11,6 +11,13 @@ var enemy_data : EnemyData:
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@onready var controller : EnemyController = $EnemyController
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func _physics_process(delta: float) -> void:
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super._physics_process(delta)
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if is_on_screen:
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shoot()
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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super._add_weapon(weapon, weapon_position)
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weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
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@@ -1,21 +1,31 @@
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[gd_scene load_steps=4 format=3 uid="uid://dwsn0lf1e3578"]
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[gd_scene load_steps=6 format=3 uid="uid://dwsn0lf1e3578"]
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[ext_resource type="PackedScene" uid="uid://jvyagshykmgb" path="res://game/entities/ships/abstract_ship.tscn" id="1_28j6l"]
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[ext_resource type="Script" uid="uid://byicf1t0807pq" path="res://game/entities/ships/enemies/abstract_enemy_ship.gd" id="2_fwvrd"]
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[ext_resource type="Shader" uid="uid://dwh22f35u5qqi" path="res://game/entities/ships/shield.gdshader" id="3_6nnf4"]
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[ext_resource type="PackedScene" uid="uid://bsqehbymixust" path="res://game/controllers/enemy_controller.tscn" id="3_l8c0n"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_dlmr1"]
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resource_local_to_scene = true
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shader = ExtResource("3_6nnf4")
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shader_parameter/speed = 0.0
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shader_parameter/scale = 20.0
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shader_parameter/intensity = 1.0
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[node name="AbstractEnemyShip" groups=["enemies"] instance=ExtResource("1_28j6l")]
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collision_layer = 4
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collision_mask = 6
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script = ExtResource("2_fwvrd")
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weapon_rotation = 180
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[node name="ArmorSprite" parent="." index="1"]
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material = SubResource("ShaderMaterial_dlmr1")
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[node name="EnemyController" parent="." index="4" node_paths=PackedStringArray("ship") instance=ExtResource("3_l8c0n")]
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ship = NodePath("..")
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." index="5"]
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[connection signal="accelerate" from="EnemyController" to="." method="accelerate"]
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[connection signal="shoot" from="EnemyController" to="." method="shoot"]
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[connection signal="screen_entered" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_entered"]
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@@ -33,6 +33,8 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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super._physics_process(delta)
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shoot()
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if blink_charge < BLINK_CHARGE_MAXIMUM:
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blink_charge += delta
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blink_charge_indicator.value = blink_charge
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@@ -103,7 +103,6 @@ position = Vector2(-11, 0)
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[connection signal="accelerate" from="PlayerController" to="." method="accelerate"]
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[connection signal="blink" from="PlayerController" to="." method="_blink"]
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[connection signal="shoot" from="PlayerController" to="." method="shoot"]
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[connection signal="armor_updated" from="Health" to="." method="_on_armor_updated"]
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[connection signal="hull_updated" from="Health" to="." method="_on_hull_updated"]
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[connection signal="shield_updated" from="Health" to="." method="_on_shield_updated"]
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@@ -1,27 +1,20 @@
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extends AbstractWeapon
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@onready var idle_sprite : AnimatedSprite2D = $IdleAnimatedSprite
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@onready var firing_sprite : AnimatedSprite2D = $FiringAnimatedSprite
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@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
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@onready var cooldown_timer : Timer = $CooldownTimer
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func _ready() -> void:
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_switch_sprite(false)
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func set_belonging(belonging: Belonging) -> void:
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super.set_belonging(belonging)
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idle_sprite.play(PREFIXES[_belonging])
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firing_sprite.play(PREFIXES[_belonging])
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sprite.play(PREFIXES[_belonging])
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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_can_shoot = false
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_switch_sprite(true)
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cooldown_timer.start()
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return is_shot
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@@ -29,13 +22,3 @@ func shoot(ship_velocity: Vector2) -> bool:
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func _on_cooldown_timer_timeout() -> void:
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_can_shoot = true
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_switch_sprite(false)
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func _switch_sprite(firing: bool) -> void:
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if firing:
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idle_sprite.hide()
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firing_sprite.show()
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else:
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idle_sprite.show()
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firing_sprite.hide()
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@@ -1,79 +1,10 @@
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[gd_scene load_steps=23 format=3 uid="uid://def1alrel4ioo"]
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[gd_scene load_steps=14 format=3 uid="uid://def1alrel4ioo"]
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[ext_resource type="PackedScene" uid="uid://1o2ta17yc5bp" path="res://game/entities/weapons/abstract_weapon.tscn" id="1_pki4x"]
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[ext_resource type="PackedScene" uid="uid://cmni0xrbbfcy5" path="res://game/entities/weapons/laser/laser_projectile.tscn" id="2_fecho"]
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[ext_resource type="Script" uid="uid://bxr150at8ul2a" path="res://game/entities/weapons/laser/laser_weapon.gd" id="2_lbdvb"]
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[ext_resource type="Texture2D" uid="uid://6hh66k8s4a1e" path="res://images/weapons.png" id="6_c8tb4"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_4a3il"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(0, 80, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_n1iu2"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(32, 80, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_kgblc"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(64, 80, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_f2vvu"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(96, 80, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_7rt33"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(0, 64, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_n02tm"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(32, 64, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_7q2cb"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(64, 64, 32, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qatwk"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(96, 64, 32, 16)
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[sub_resource type="SpriteFrames" id="SpriteFrames_qjjka"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_4a3il")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_n1iu2")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_kgblc")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_f2vvu")
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}],
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"loop": true,
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"name": &"enemy",
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"speed": 10.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_7rt33")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_n02tm")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_7q2cb")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qatwk")
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}],
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"loop": true,
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"name": &"player",
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"speed": 10.0
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}]
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[sub_resource type="AtlasTexture" id="AtlasTexture_dggsl"]
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atlas = ExtResource("6_c8tb4")
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region = Rect2(128, 80, 32, 16)
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@@ -149,17 +80,12 @@ bullet_per_shot = 2
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Projectile = ExtResource("2_fecho")
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type = 2
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[node name="IdleAnimatedSprite" type="AnimatedSprite2D" parent="." index="0"]
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position = Vector2(3, 0)
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sprite_frames = SubResource("SpriteFrames_qjjka")
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animation = &"player"
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[node name="FiringAnimatedSprite" type="AnimatedSprite2D" parent="." index="1"]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="0"]
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position = Vector2(3, 0)
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sprite_frames = SubResource("SpriteFrames_c8tb4")
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animation = &"player"
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[node name="CooldownTimer" type="Timer" parent="." index="2"]
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[node name="CooldownTimer" type="Timer" parent="." index="1"]
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process_callback = 0
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wait_time = 0.05
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one_shot = true
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