Removed shoot() from controllers. Removed idle animation from laser

This commit is contained in:
2025-12-19 15:18:50 +03:00
parent 6fdc3dc894
commit 7bdace27a8
8 changed files with 26 additions and 105 deletions
+2 -19
View File
@@ -1,27 +1,20 @@
extends AbstractWeapon
@onready var idle_sprite : AnimatedSprite2D = $IdleAnimatedSprite
@onready var firing_sprite : AnimatedSprite2D = $FiringAnimatedSprite
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var cooldown_timer : Timer = $CooldownTimer
func _ready() -> void:
_switch_sprite(false)
func set_belonging(belonging: Belonging) -> void:
super.set_belonging(belonging)
idle_sprite.play(PREFIXES[_belonging])
firing_sprite.play(PREFIXES[_belonging])
sprite.play(PREFIXES[_belonging])
func shoot(ship_velocity: Vector2) -> bool:
var is_shot := super.shoot(ship_velocity)
if is_shot:
_can_shoot = false
_switch_sprite(true)
cooldown_timer.start()
return is_shot
@@ -29,13 +22,3 @@ func shoot(ship_velocity: Vector2) -> bool:
func _on_cooldown_timer_timeout() -> void:
_can_shoot = true
_switch_sprite(false)
func _switch_sprite(firing: bool) -> void:
if firing:
idle_sprite.hide()
firing_sprite.show()
else:
idle_sprite.show()
firing_sprite.hide()