Added shooting
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@@ -23,8 +23,8 @@ func _physics_process(delta: float) -> void:
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for index : int in weapon_actions:
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if index >= weapons.size(): break
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if Input.is_action_pressed(weapon_actions[index][0], true):
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if Input.is_action_pressed(weapon_actions[index][0]):
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ship.shoot(weapons[index])
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if Input.is_action_pressed(weapon_actions[index][1], true):
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if Input.is_action_pressed(weapon_actions[index][1]):
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ship.reload(weapons[index])
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+12
-19
@@ -1,7 +1,7 @@
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extends Node
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class_name AbstractProjectile
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extends CharacterBody2D
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signal velocity_updated(new_velocity: Vector2)
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signal destroyed
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@@ -13,38 +13,31 @@ signal destroyed
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@export var max_livetime : int
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var velocity : Vector2:
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set(value):
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pass
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get:
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return _velocity
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var _velocity : Vector2:
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set(value):
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_velocity = value
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velocity_updated.emit(_velocity)
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var _traveled_distance: float
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var _livetime: float
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func _ready() -> void:
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_velocity = direction.normalized() * speed
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velocity = direction.normalized() * speed
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func move(delta: float) -> void:
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position += velocity * delta
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func process_acceleration(delta: float) -> void:
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var current_acceleration := acceleration * delta
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if current_acceleration > 0:
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_velocity += _velocity.normalized() * current_acceleration
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velocity += velocity.normalized() * current_acceleration
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elif current_acceleration < 0:
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if _velocity.length() > current_acceleration:
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_velocity += _velocity.normalized() * current_acceleration
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if velocity.length() > current_acceleration:
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velocity += velocity.normalized() * current_acceleration
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else:
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_velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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func process_distance(delta: float) -> void:
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_traveled_distance += _velocity.length() * delta
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_traveled_distance += velocity.length() * delta
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if max_distance > 0 and _traveled_distance > max_distance:
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destroyed.emit()
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+3
-2
@@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://bohp8yx6cldgc"]
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[ext_resource type="Script" uid="uid://ctmjb3nkxrepu" path="res://game/entities/weapons/projectiles/projectile_mover.gd" id="1_4tgfk"]
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[ext_resource type="Script" uid="uid://ctmjb3nkxrepu" path="res://game/entities/weapons/projectiles/abstract_projectile.gd" id="1_4tgfk"]
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[node name="ProjectileMover" type="Node"]
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[node name="AbstractProjectile" type="CharacterBody2D"]
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motion_mode = 1
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script = ExtResource("1_4tgfk")
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@@ -1,7 +1,13 @@
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extends CharacterBody2D
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extends AbstractProjectile
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func _ready() -> void:
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var texture := PlaceholderTexture2D.new()
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texture.size = Vector2(4, 4)
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$Sprite2D.texture = texture
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super._ready()
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func _physics_process(delta: float) -> void:
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move(delta)
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@@ -1,18 +1,18 @@
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[gd_scene load_steps=4 format=3 uid="uid://cnoiv8hdgossf"]
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[gd_scene load_steps=3 format=3 uid="uid://cnoiv8hdgossf"]
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[ext_resource type="Script" uid="uid://rtsf1n0djorp" path="res://game/entities/weapons/projectiles/gatling_projectile.gd" id="1_xq7oi"]
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[ext_resource type="PackedScene" uid="uid://bohp8yx6cldgc" path="res://game/entities/weapons/projectiles/projectile_mover.tscn" id="2_jnl7n"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5a440"]
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radius = 4.0
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_xq7oi"]
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size = Vector2(4, 4)
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[node name="GatlingProjectile" type="CharacterBody2D"]
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motion_mode = 1
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script = ExtResource("1_xq7oi")
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damage = 6
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speed = 600
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metadata/_custom_type_script = "uid://ctmjb3nkxrepu"
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = SubResource("PlaceholderTexture2D_xq7oi")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_5a440")
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[node name="ProjectileMover" parent="." instance=ExtResource("2_jnl7n")]
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@@ -31,7 +31,7 @@ func _physics_process(delta: float) -> void:
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func can_shoot() -> bool:
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return _bullets_in_magazine > 0
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return _countdown <= 0
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func shoot() -> void:
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@@ -46,6 +46,7 @@ func reload() -> void:
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if _countdown > 0 or _bullets_in_magazine == magazine_size: return
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var random_delay := _random.randf_range(-_reload_time_tenth, _reload_time_tenth)
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_countdown = reload_time + random_delay
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print("reload")
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func get_process_percent() -> int:
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@@ -20,8 +20,8 @@ func _init() -> void:
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add_child(firerate_reloader)
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var magazine_reloader := preload("res://game/entities/weapons/reloaders/magazine_reloader.gd").new()
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magazine_reloader.magazine_size = 5
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magazine_reloader.reload_time = 3
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magazine_reloader.magazine_size = 300
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magazine_reloader.reload_time = 2
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reloaders.append(magazine_reloader)
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add_child(magazine_reloader)
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@@ -42,6 +42,11 @@ func _ready() -> void:
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func shoot() -> void:
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if not _can_shoot(): return
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print("shot")
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var projectile := preload("res://game/entities/weapons/projectiles/gatling_projectile.tscn").instantiate()
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projectile.direction = Vector2.RIGHT
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add_child(projectile)
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for reloader in reloaders:
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reloader.shoot()
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