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
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class_name Background
extends Node2D
@onready var paralax_1 : Parallax2D = $Parallax1
@onready var paralax_2 : Parallax2D = $Parallax2
@onready var paralax_3 : Parallax2D = $Parallax3
func _ready() -> void:
paralax_1.scroll_offset.x = randf_range(1, paralax_1.repeat_size.x)
paralax_2.scroll_offset.x = randf_range(1, paralax_2.repeat_size.x)
paralax_3.scroll_offset.x = randf_range(1, paralax_3.repeat_size.x)
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uid://ddp4unooscflj
+50
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[gd_scene load_steps=6 format=3 uid="uid://chdrjc7c6bdpb"]
[ext_resource type="Script" uid="uid://ddp4unooscflj" path="res://game/entities/world/background.gd" id="1_fypbl"]
[ext_resource type="Texture2D" uid="uid://mvcnpsfsyiq6" path="res://images/passage/background.png" id="1_hvye4"]
[sub_resource type="AtlasTexture" id="AtlasTexture_yetnv"]
atlas = ExtResource("1_hvye4")
region = Rect2(0, 0, 3200, 360)
[sub_resource type="AtlasTexture" id="AtlasTexture_cuj01"]
atlas = ExtResource("1_hvye4")
region = Rect2(0, 360, 3200, 360)
[sub_resource type="AtlasTexture" id="AtlasTexture_u0ams"]
atlas = ExtResource("1_hvye4")
region = Rect2(0, 720, 3200, 360)
[node name="Background" type="Node2D"]
z_index = -100
script = ExtResource("1_fypbl")
[node name="Parallax1" type="Parallax2D" parent="."]
scroll_offset = Vector2(0, 180)
repeat_size = Vector2(3200, 0)
autoscroll = Vector2(-1, 0)
follow_viewport = false
ignore_camera_scroll = true
[node name="Sprite2D" type="Sprite2D" parent="Parallax1"]
texture = SubResource("AtlasTexture_yetnv")
[node name="Parallax2" type="Parallax2D" parent="."]
scroll_offset = Vector2(0, 180)
repeat_size = Vector2(3200, 0)
autoscroll = Vector2(-5, 0)
follow_viewport = false
ignore_camera_scroll = true
[node name="Sprite2D" type="Sprite2D" parent="Parallax2"]
texture = SubResource("AtlasTexture_cuj01")
[node name="Parallax3" type="Parallax2D" parent="."]
scroll_offset = Vector2(0, 180)
repeat_size = Vector2(3200, 0)
autoscroll = Vector2(-10, 0)
follow_viewport = false
ignore_camera_scroll = true
[node name="Sprite2D" type="Sprite2D" parent="Parallax3"]
texture = SubResource("AtlasTexture_u0ams")
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class_name Game
extends Node
const PASSAGE = preload("res://game/entities/world/passage.tscn")
const AREA_MAP = preload("res://game/area_map/area_map.tscn")
const WEAPON_SELECTION_SCREEN = preload("res://game/menu/ingame/weapon_selection_screen.tscn")
var world_data : WorldData
var current_area : AreaData
var current_stage : StageData
var current_sector : SectorData
var current_passage : PassageData
var _current_passage_scene : Passage
var _current_area_map_scene : AreaMap
var _weapon_selection_screen : WeaponSelectionScreen
@onready var pause_screen : Control = $PauseScreen
@onready var game_over_screen : Control = $GameOverScreen
@onready var victory_screen : Control = $VictoryScreen
@onready var world_generator : WorldGenerator = $WorldGenerator
func _ready() -> void:
pause_screen.hide()
victory_screen.hide()
game_over_screen.hide()
start_game(SaveManager.game_data)
func _input(event: InputEvent) -> void:
var is_game_starded := _weapon_selection_screen == null
var is_game_over := victory_screen.visible or game_over_screen.visible
var use_pause := is_game_starded and not is_game_over
if event.is_action_pressed("pause") and use_pause:
pause_screen.show()
get_tree().paused = true
func start_game(game_data: GameData) -> void:
if not _fill_data(game_data):
print("Can't process game data")
_show_main_menu()
return
if SaveManager.player_data.is_new_game:
_show_weapon_selection_screen()
else:
_create_game_map()
func _show_weapon_selection_screen() -> void:
if _weapon_selection_screen != null: _weapon_selection_screen.queue_free()
_weapon_selection_screen = WEAPON_SELECTION_SCREEN.instantiate()
add_child(_weapon_selection_screen)
_weapon_selection_screen.world_data = world_data
_weapon_selection_screen.weapon_selected.connect(_on_weapon_selected)
func _fill_data(game_data: GameData) -> bool:
world_data = world_generator.generate(game_data.game_seed.hash())
return _set_currents(game_data)
func _set_currents(game_data: GameData) -> bool:
if game_data.current_area_index >= world_data.areas.size(): return false
current_area = world_data.areas[game_data.current_area_index]
if game_data.current_stage_index >= current_area.stages.size(): return false
current_stage = current_area.stages[game_data.current_stage_index]
if game_data.current_sector_index >= current_stage.sectors.size(): return false
current_sector = current_stage.sectors[game_data.current_sector_index]
return true
func _process_to_next_area() -> void:
SaveManager.game_data.current_area_index += 1
SaveManager.game_data.current_stage_index = 0
SaveManager.game_data.current_sector_index = 0
print(SaveManager.game_data.current_area_index)
if SaveManager.game_data.current_area_index >= world_data.areas.size():
SaveManager.delete_game_data()
victory_screen.show()
else:
SaveManager.save()
_set_currents(SaveManager.game_data)
_create_game_map()
func _create_game_map() -> void:
if _current_area_map_scene != null: _current_area_map_scene.queue_free()
_current_area_map_scene = AREA_MAP.instantiate()
add_child(_current_area_map_scene)
_current_area_map_scene.area_data = current_area
_current_area_map_scene.current_sector = current_sector
_current_area_map_scene.selected_sector = current_sector
_current_area_map_scene.passage_selected.connect(_create_passage)
func _show_map() -> void:
if _current_passage_scene != null: _current_passage_scene.queue_free()
_current_area_map_scene.current_sector = current_sector
_current_area_map_scene.selected_sector = current_sector
_current_area_map_scene.show()
func _create_passage(passage_data: PassageData) -> void:
if _current_passage_scene != null: _current_passage_scene.queue_free()
_current_area_map_scene.hide()
current_passage = passage_data
_current_passage_scene = PASSAGE.instantiate()
add_child(_current_passage_scene)
_current_passage_scene.passage_data = passage_data
_current_passage_scene.player_data = SaveManager.player_data
_current_passage_scene.completed.connect(_on_passage_completion, CONNECT_ONE_SHOT)
_current_passage_scene.player_died.connect(_on_passage_player_died)
func _on_weapon_selected(weapon_data: WeaponData) -> void:
if _weapon_selection_screen != null: _weapon_selection_screen.queue_free()
SaveManager.player_data.weapons.append(weapon_data)
SaveManager.player_data.is_new_game = false
SaveManager.save()
_create_game_map()
func _on_pause_screen_continue_game() -> void:
pause_screen.hide()
func _show_main_menu() -> void:
if _current_passage_scene: _current_passage_scene.queue_free()
if _current_area_map_scene: _current_area_map_scene.queue_free()
SaveManager.save()
get_tree().paused = false
get_tree().change_scene_to_file("res://game/menu/main/title_screen.tscn")
func _on_passage_player_died() -> void:
SaveManager.delete_game_data()
game_over_screen.show()
func _on_passage_completion() -> void:
_current_passage_scene.queue_free()
var projectiles := get_tree().get_nodes_in_group("projectiles")
for projectile in projectiles:
projectile.queue_free()
current_sector = current_passage.next_sector
if current_sector.next_passages.size() == 0:
_process_to_next_area()
else:
_update_data_indexes()
_show_map()
func _update_data_indexes() -> void:
for area_index in range(world_data.areas.size()):
var area := world_data.areas[area_index]
for stage_index in range(area.stages.size()):
var stage := area.stages[stage_index]
for sector_index in range(stage.sectors.size()):
if stage.sectors[sector_index] == current_sector:
SaveManager.game_data.current_area_index = area_index
SaveManager.game_data.current_stage_index = stage_index
SaveManager.game_data.current_sector_index = sector_index
SaveManager.save()
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uid://1wfu4iuddo25
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[gd_scene load_steps=6 format=3 uid="uid://dl7m4rqyj8mck"]
[ext_resource type="Script" uid="uid://1wfu4iuddo25" path="res://game/entities/world/game.gd" id="1_l1rk1"]
[ext_resource type="PackedScene" uid="uid://d34nh3lc1gpb" path="res://game/menu/ingame/pause_screen.tscn" id="2_h7iqs"]
[ext_resource type="PackedScene" uid="uid://duxm8n62j2qt6" path="res://game/menu/ingame/game_over_screen.tscn" id="4_4fuuu"]
[ext_resource type="PackedScene" uid="uid://bdcs2ff85qjs4" path="res://game/menu/ingame/victory_screen.tscn" id="4_dxrkv"]
[ext_resource type="PackedScene" uid="uid://ggf76ayl53bb" path="res://game/generators/world_generator.tscn" id="5_dxrkv"]
[node name="Game" type="Node2D"]
script = ExtResource("1_l1rk1")
[node name="PauseScreen" parent="." instance=ExtResource("2_h7iqs")]
process_mode = 2
z_index = 100
[node name="VictoryScreen" parent="." instance=ExtResource("4_dxrkv")]
offset_left = 320.0
offset_top = 172.0
offset_right = 320.0
offset_bottom = 172.0
[node name="GameOverScreen" parent="." instance=ExtResource("4_4fuuu")]
z_index = 100
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = 320.0
offset_top = 172.0
offset_right = 320.0
offset_bottom = 172.0
[node name="WorldGenerator" parent="." instance=ExtResource("5_dxrkv")]
[connection signal="continue_game" from="PauseScreen" to="." method="_on_pause_screen_continue_game"]
[connection signal="show_main_menu" from="PauseScreen" to="." method="_show_main_menu"]
[connection signal="show_main_menu" from="VictoryScreen" to="." method="_show_main_menu"]
[connection signal="show_main_menu" from="GameOverScreen" to="." method="_show_main_menu"]
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class_name Passage
extends Node2D
signal player_died
signal completed
@export var passage_data : PassageData:
set = _set_passage_data
@export var player_data : PlayerData:
set = _set_player_data
var _current_progress := 0.0
var _timer_time_elapsed := 0.0
var _current_enemy_index := 0
@onready var player : PlayerShip = $PlayerShip
@onready var enemy_swamp_controller : EnemySwampController = $EnemySwampController
@onready var enemy_timer : Timer = $EnemyTimer
@onready var progress_bar : TextureProgressBar = $ProgressBar
func _physics_process(delta: float) -> void:
_current_progress += delta
_update_progress_indicator()
if _current_progress >= passage_data.length:
completed.emit()
func _set_passage_data(new_data: PassageData) -> void:
passage_data = new_data
if passage_data and progress_bar:
_update_progress_indicator()
_current_enemy_index = 0
_timer_time_elapsed = 0
_start_timer_for_current_enemy()
func _set_player_data(new_data: PlayerData) -> void:
player_data = new_data
if passage_data and player:
player.player_data = player_data
func _update_progress_indicator() -> void:
progress_bar.value = _current_progress
progress_bar.max_value = passage_data.length
func _start_timer_for_current_enemy() -> void:
if passage_data == null: return
if _current_enemy_index >= passage_data.enemies.size(): return
var enemy := passage_data.enemies[_current_enemy_index]
var time := enemy.spawn_time - _timer_time_elapsed
enemy_timer.start(time)
_timer_time_elapsed += time
func _on_enemy_timer_timeout() -> void:
var enemy := passage_data.enemies[_current_enemy_index]
enemy_swamp_controller.create_enemy(enemy)
_current_enemy_index += 1
_start_timer_for_current_enemy()
func _on_player_ship_destroyed() -> void:
player_died.emit()
+1
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uid://c6gpm3edyr4nu
+73
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[gd_scene load_steps=9 format=3 uid="uid://dgc0087kvarx6"]
[ext_resource type="Script" uid="uid://c6gpm3edyr4nu" path="res://game/entities/world/passage.gd" id="1_ltkyg"]
[ext_resource type="PackedScene" uid="uid://cpn5x0ijgl7ei" path="res://game/controllers/enemy_swamp_controller.tscn" id="2_72vqi"]
[ext_resource type="PackedScene" uid="uid://br074cqcnul3d" path="res://game/entities/ships/player/player_ship.tscn" id="3_r3x05"]
[ext_resource type="PackedScene" uid="uid://chdrjc7c6bdpb" path="res://game/entities/world/background.tscn" id="4_cuj01"]
[ext_resource type="Texture2D" uid="uid://d1n7qejdcrpkf" path="res://images/passage_process.png" id="5_yetnv"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ltkyg"]
[sub_resource type="AtlasTexture" id="AtlasTexture_u0ams"]
atlas = ExtResource("5_yetnv")
region = Rect2(0, 0, 640, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_heelu"]
atlas = ExtResource("5_yetnv")
region = Rect2(0, 8, 640, 8)
[node name="Passage" type="Node2D"]
script = ExtResource("1_ltkyg")
[node name="World" type="StaticBody2D" parent="."]
collision_mask = 0
[node name="CollisionTop" type="CollisionShape2D" parent="World"]
position = Vector2(320, 0)
rotation = 3.1415927
shape = SubResource("WorldBoundaryShape2D_ltkyg")
one_way_collision = true
[node name="CollisionBottom" type="CollisionShape2D" parent="World"]
position = Vector2(320, 352)
shape = SubResource("WorldBoundaryShape2D_ltkyg")
one_way_collision = true
[node name="CollisionLeft" type="CollisionShape2D" parent="World"]
position = Vector2(0, 180)
rotation = 1.5707964
shape = SubResource("WorldBoundaryShape2D_ltkyg")
one_way_collision = true
[node name="CollisionRight" type="CollisionShape2D" parent="World"]
position = Vector2(640, 180)
rotation = -1.5707964
shape = SubResource("WorldBoundaryShape2D_ltkyg")
one_way_collision = true
[node name="PlayerShip" parent="." instance=ExtResource("3_r3x05")]
position = Vector2(100, 100)
[node name="EnemySwampController" parent="." node_paths=PackedStringArray("passage") instance=ExtResource("2_72vqi")]
passage = NodePath("..")
[node name="EnemyTimer" type="Timer" parent="."]
one_shot = true
[node name="Background" parent="." instance=ExtResource("4_cuj01")]
[node name="ProgressBar" type="TextureProgressBar" parent="."]
z_index = 50
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = 352.0
offset_right = 640.0
offset_bottom = 360.0
grow_vertical = 0
step = 0.5
texture_under = SubResource("AtlasTexture_u0ams")
texture_progress = SubResource("AtlasTexture_heelu")
[connection signal="destroyed" from="PlayerShip" to="." method="_on_player_ship_destroyed"]
[connection signal="timeout" from="EnemyTimer" to="." method="_on_enemy_timer_timeout"]