Reworked weapons and projectiles

This commit is contained in:
2025-12-20 18:35:27 +03:00
parent 2ecc53416a
commit 8227e8bcf3
312 changed files with 2466 additions and 1376 deletions
+86
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class_name Health
extends Node
signal shield_updated(value: int, max_value: int)
signal armor_updated(value: int, max_value: int)
signal hull_updated(value: int, max_value: int)
signal depleted
@export_range(0, 5000) var max_shield: int = 0:
set(value):
max_shield = value
shield_updated.emit(shield, max_shield)
@export_range(0, 5000) var max_armor: int = 0:
set(value):
max_armor = value
armor_updated.emit(armor, max_armor)
@export_range(1, 5000) var max_hull: int = 1:
set(value):
max_hull = value
hull_updated.emit(hull, max_hull)
var shield: int:
set(value):
shield = value
shield_updated.emit(shield, max_shield)
var armor: int:
set(value):
armor = value
armor_updated.emit(armor, max_armor)
var hull: int:
set(value):
hull = value
hull_updated.emit(hull, max_hull)
@onready var shield_regen_delay_timer : Timer = $ShieldRegenDelayTimer
@onready var shield_regen_tick_timer : Timer = $ShieldRegenTickTimer
@onready var _shield_regen := floori(max_shield/30.0)
func _ready() -> void:
shield = max_shield
armor = max_armor
hull = max_hull
func apply_damage(damage: AbstractDamage) -> void:
if shield > 0:
var damage_value := ceili(damage.value * damage.shield_damage_multiplier())
shield = max(shield - damage_value, 0)
shield_regen_delay_timer.start()
elif armor > 0:
var damage_value := ceili(damage.value * damage.armor_damage_multiplier())
armor = max(armor - damage_value, 0)
else:
if hull == 0: return
var damage_value := ceili(damage.value * damage.hull_damage_multiplier())
hull = max(hull - damage_value, 0)
if hull == 0:
depleted.emit()
if not shield_regen_delay_timer.is_stopped():
shield_regen_delay_timer.start()
shield_regen_tick_timer.stop()
func _on_shield_regen_delay_timer_timeout() -> void:
shield_regen_tick_timer.start()
func _on_shield_regen_tick_timer_timeout() -> void:
var new_shield_value := shield + _shield_regen
if new_shield_value >= max_shield:
new_shield_value = max_shield
shield_regen_tick_timer.stop()
shield = new_shield_value
@@ -0,0 +1 @@
uid://d3g4xbq45qmpr
+16
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[gd_scene load_steps=2 format=3 uid="uid://clkymhkv3cevm"]
[ext_resource type="Script" uid="uid://d3g4xbq45qmpr" path="res://game/entities/health_system/health.gd" id="1_gwdg4"]
[node name="Health" type="Node"]
script = ExtResource("1_gwdg4")
[node name="ShieldRegenDelayTimer" type="Timer" parent="."]
wait_time = 3.0
one_shot = true
[node name="ShieldRegenTickTimer" type="Timer" parent="."]
wait_time = 0.1
[connection signal="timeout" from="ShieldRegenDelayTimer" to="." method="_on_shield_regen_delay_timer_timeout"]
[connection signal="timeout" from="ShieldRegenTickTimer" to="." method="_on_shield_regen_tick_timer_timeout"]
@@ -0,0 +1,61 @@
class_name HealthBarPart
extends Control
const TICK_COUNT = 5
@export var texture_value : Texture2D
@export var texture_shade : Texture2D
var _tick_size : int = 0
var _target_value: float = 0
@onready var value_bar : TextureProgressBar = $ValueBar
@onready var shade_bar : TextureProgressBar = $ShadeBar
@onready var shade_delay_timer : Timer = $ShadeDelayTimer
@onready var shade_tick_timer : Timer = $ShadeTickTimer
func _ready() -> void:
value_bar.texture_progress = texture_value
shade_bar.texture_progress = texture_shade
func set_value(value: int) -> void:
if value_bar.value == value: return
value_bar.value = value
if shade_bar.value < value_bar.value:
shade_bar.value = value_bar.value
else:
shade_delay_timer.start()
func set_max_value(max_value: int) -> void:
value_bar.max_value = max_value
shade_bar.max_value = max_value
if max_value == 0:
value_bar.hide()
shade_bar.hide()
else:
value_bar.show()
shade_bar.show()
func _on_shade_delay_timer_timeout() -> void:
var value_delta := shade_bar.value - value_bar.value
_tick_size = ceil(value_delta / TICK_COUNT)
_target_value = value_bar.value
shade_tick_timer.start()
func _on_shade_tick_timer_timeout() -> void:
shade_bar.value -= _tick_size
if shade_bar.value <= _target_value:
shade_bar.value = _target_value
shade_tick_timer.stop()
@@ -0,0 +1 @@
uid://drwgq8fxaclvn
@@ -0,0 +1,48 @@
[gd_scene load_steps=2 format=3 uid="uid://xbfxsiumbgkp"]
[ext_resource type="Script" uid="uid://drwgq8fxaclvn" path="res://game/entities/health_system/health_bar_part.gd" id="1_nuv67"]
[node name="HealthBarPart" type="Control"]
layout_mode = 3
anchors_preset = 0
script = ExtResource("1_nuv67")
[node name="ShadeBar" type="TextureProgressBar" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -16.0
offset_top = -1.0
offset_right = 16.0
offset_bottom = 2.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(16, 1)
[node name="ValueBar" type="TextureProgressBar" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -16.0
offset_top = -1.0
offset_right = 16.0
offset_bottom = 2.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(16, 1)
[node name="ShadeDelayTimer" type="Timer" parent="."]
wait_time = 0.5
one_shot = true
[node name="ShadeTickTimer" type="Timer" parent="."]
wait_time = 0.1
[connection signal="timeout" from="ShadeDelayTimer" to="." method="_on_shade_delay_timer_timeout"]
[connection signal="timeout" from="ShadeTickTimer" to="." method="_on_shade_tick_timer_timeout"]
+22
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class_name HealthBar
extends Control
@export var health: Health
@onready var hull_part : HealthBarPart = $HullPart
func _ready() -> void:
if not health: return
hull_part.set_max_value(health.max_hull)
hull_part.set_value(health.hull)
health.hull_updated.connect(_on_hull_updated)
func _on_hull_updated(value: int, max_value: int) -> void:
hull_part.set_value(value)
hull_part.set_max_value(max_value)
@@ -0,0 +1 @@
uid://be7k64p2kel8b
@@ -0,0 +1,36 @@
[gd_scene load_steps=7 format=3 uid="uid://d2snum2pxc2ui"]
[ext_resource type="Script" uid="uid://be7k64p2kel8b" path="res://game/entities/health_system/heath_bar.gd" id="1_bx561"]
[ext_resource type="PackedScene" uid="uid://xbfxsiumbgkp" path="res://game/entities/health_system/health_bar_part.tscn" id="2_wb6me"]
[ext_resource type="Texture2D" uid="uid://do586oblhwuc5" path="res://images/health.png" id="3_fogsl"]
[sub_resource type="AtlasTexture" id="AtlasTexture_sgr4k"]
atlas = ExtResource("3_fogsl")
region = Rect2(0, 6, 32, 3)
[sub_resource type="AtlasTexture" id="AtlasTexture_wb6me"]
atlas = ExtResource("3_fogsl")
region = Rect2(0, 0, 32, 3)
[sub_resource type="AtlasTexture" id="AtlasTexture_fogsl"]
atlas = ExtResource("3_fogsl")
region = Rect2(0, 3, 32, 3)
[node name="HeathBar" type="Control"]
layout_mode = 3
anchors_preset = 0
script = ExtResource("1_bx561")
[node name="Background" type="TextureRect" parent="."]
layout_mode = 0
offset_left = -16.0
offset_top = -1.0
offset_right = 16.0
offset_bottom = 2.0
pivot_offset = Vector2(16, 1)
texture = SubResource("AtlasTexture_sgr4k")
[node name="HullPart" parent="." instance=ExtResource("2_wb6me")]
layout_mode = 0
texture_value = SubResource("AtlasTexture_wb6me")
texture_shade = SubResource("AtlasTexture_fogsl")