Added shooting

This commit is contained in:
2025-11-03 17:33:52 +03:00
parent 29bf133a6c
commit b22f6c44dd
8 changed files with 40 additions and 34 deletions
+2 -2
View File
@@ -23,8 +23,8 @@ func _physics_process(delta: float) -> void:
for index : int in weapon_actions:
if index >= weapons.size(): break
if Input.is_action_pressed(weapon_actions[index][0], true):
if Input.is_action_pressed(weapon_actions[index][0]):
ship.shoot(weapons[index])
if Input.is_action_pressed(weapon_actions[index][1], true):
if Input.is_action_pressed(weapon_actions[index][1]):
ship.reload(weapons[index])
@@ -1,7 +1,7 @@
extends Node
class_name AbstractProjectile
extends CharacterBody2D
signal velocity_updated(new_velocity: Vector2)
signal destroyed
@@ -13,38 +13,31 @@ signal destroyed
@export var max_livetime : int
var velocity : Vector2:
set(value):
pass
get:
return _velocity
var _velocity : Vector2:
set(value):
_velocity = value
velocity_updated.emit(_velocity)
var _traveled_distance: float
var _livetime: float
func _ready() -> void:
_velocity = direction.normalized() * speed
velocity = direction.normalized() * speed
func move(delta: float) -> void:
position += velocity * delta
func process_acceleration(delta: float) -> void:
var current_acceleration := acceleration * delta
if current_acceleration > 0:
_velocity += _velocity.normalized() * current_acceleration
velocity += velocity.normalized() * current_acceleration
elif current_acceleration < 0:
if _velocity.length() > current_acceleration:
_velocity += _velocity.normalized() * current_acceleration
if velocity.length() > current_acceleration:
velocity += velocity.normalized() * current_acceleration
else:
_velocity = Vector2.ZERO
velocity = Vector2.ZERO
func process_distance(delta: float) -> void:
_traveled_distance += _velocity.length() * delta
_traveled_distance += velocity.length() * delta
if max_distance > 0 and _traveled_distance > max_distance:
destroyed.emit()
@@ -1,6 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://bohp8yx6cldgc"]
[ext_resource type="Script" uid="uid://ctmjb3nkxrepu" path="res://game/entities/weapons/projectiles/projectile_mover.gd" id="1_4tgfk"]
[ext_resource type="Script" uid="uid://ctmjb3nkxrepu" path="res://game/entities/weapons/projectiles/abstract_projectile.gd" id="1_4tgfk"]
[node name="ProjectileMover" type="Node"]
[node name="AbstractProjectile" type="CharacterBody2D"]
motion_mode = 1
script = ExtResource("1_4tgfk")
@@ -1,7 +1,13 @@
extends CharacterBody2D
extends AbstractProjectile
func _ready() -> void:
var texture := PlaceholderTexture2D.new()
texture.size = Vector2(4, 4)
$Sprite2D.texture = texture
super._ready()
func _physics_process(delta: float) -> void:
move(delta)
@@ -1,18 +1,18 @@
[gd_scene load_steps=4 format=3 uid="uid://cnoiv8hdgossf"]
[gd_scene load_steps=3 format=3 uid="uid://cnoiv8hdgossf"]
[ext_resource type="Script" uid="uid://rtsf1n0djorp" path="res://game/entities/weapons/projectiles/gatling_projectile.gd" id="1_xq7oi"]
[ext_resource type="PackedScene" uid="uid://bohp8yx6cldgc" path="res://game/entities/weapons/projectiles/projectile_mover.tscn" id="2_jnl7n"]
[sub_resource type="CircleShape2D" id="CircleShape2D_5a440"]
radius = 4.0
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_xq7oi"]
size = Vector2(4, 4)
[node name="GatlingProjectile" type="CharacterBody2D"]
motion_mode = 1
script = ExtResource("1_xq7oi")
damage = 6
speed = 600
metadata/_custom_type_script = "uid://ctmjb3nkxrepu"
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = SubResource("PlaceholderTexture2D_xq7oi")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_5a440")
[node name="ProjectileMover" parent="." instance=ExtResource("2_jnl7n")]
@@ -31,7 +31,7 @@ func _physics_process(delta: float) -> void:
func can_shoot() -> bool:
return _bullets_in_magazine > 0
return _countdown <= 0
func shoot() -> void:
@@ -46,6 +46,7 @@ func reload() -> void:
if _countdown > 0 or _bullets_in_magazine == magazine_size: return
var random_delay := _random.randf_range(-_reload_time_tenth, _reload_time_tenth)
_countdown = reload_time + random_delay
print("reload")
func get_process_percent() -> int:
+7 -2
View File
@@ -20,8 +20,8 @@ func _init() -> void:
add_child(firerate_reloader)
var magazine_reloader := preload("res://game/entities/weapons/reloaders/magazine_reloader.gd").new()
magazine_reloader.magazine_size = 5
magazine_reloader.reload_time = 3
magazine_reloader.magazine_size = 300
magazine_reloader.reload_time = 2
reloaders.append(magazine_reloader)
add_child(magazine_reloader)
@@ -42,6 +42,11 @@ func _ready() -> void:
func shoot() -> void:
if not _can_shoot(): return
print("shot")
var projectile := preload("res://game/entities/weapons/projectiles/gatling_projectile.tscn").instantiate()
projectile.direction = Vector2.RIGHT
add_child(projectile)
for reloader in reloaders:
reloader.shoot()