Some code style fixes. Fixed enemy spawning

This commit is contained in:
2025-12-07 23:51:00 +03:00
parent c594f561a5
commit a19a5eeb80
23 changed files with 100 additions and 98 deletions
+8 -9
View File
@@ -2,6 +2,9 @@ class_name AbstractShip
extends CharacterBody2D
signal destroyed
const CANNON = preload("res://game/entities/weapons/cannon/cannon_weapon.tscn")
const GATLING = preload("res://game/entities/weapons/gatling/gatling_weapon.tscn")
const LASER = preload("res://game/entities/weapons/laser/laser_weapon.tscn")
@@ -19,9 +22,6 @@ const WEAPONS := [
]
signal destroyed
@export_range(0, 250) var acceleration : int = 0
@export_range(0, 250) var deceleration : int = 0
@export_range(0, 250) var max_speed : int = 0
@@ -30,6 +30,11 @@ signal destroyed
@export_range(0, 360) var weapon_rotation : int = 0
var weapon_positions: Array[Vector2]
var _weapons : Array[AbstractWeapon]
@onready var ship_sprite : Sprite2D = $ShipSprite
@onready var armor_sprite : Sprite2D = $ArmorSprite
@onready var shield_sprite : Sprite2D = $ShieldSprite
@@ -37,12 +42,6 @@ signal destroyed
@onready var health : Health = $Health
var weapon_positions: Array[Vector2]
var _weapons : Array[AbstractWeapon]
func _ready() -> void:
shield_sprite.visible = health.shield != 0
armor_sprite.visible = health.armor != 0