Added enemy movement
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@@ -1,11 +1,27 @@
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class_name EnemyController
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extends Node
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signal accelerate(direction: Vector2, delta: float)
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signal shoot(weapon_index: int)
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signal shoot()
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@export var ship: AbstractEnemyShip
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var target_position : Vector2
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var direction : Vector2
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func _physics_process(delta: float) -> void:
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for i in 10:
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shoot.emit(i)
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accelerate.emit(Vector2.ZERO, delta)
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if ship.is_on_screen:
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shoot.emit()
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accelerate.emit(direction, delta)
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func _on_direction_timer_timeout() -> void:
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direction = get_acceleration_direction()
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func get_acceleration_direction() -> Vector2:
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return (target_position - ship.position).normalized()
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@@ -4,3 +4,10 @@
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[node name="EnemyController" type="Node"]
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script = ExtResource("1_10a67")
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[node name="DirectionTimer" type="Timer" parent="."]
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process_callback = 0
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wait_time = 0.25
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autostart = true
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[connection signal="timeout" from="DirectionTimer" to="." method="_on_direction_timer_timeout"]
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@@ -7,14 +7,16 @@ signal accelerate(direction: Vector2, delta: float)
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signal shoot(weapon_index: int)
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const WEAPON_ACTIONS := {
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0: "shoot_weapon_1",
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1: "shoot_weapon_2",
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}
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func _physics_process(delta: float) -> void:
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var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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accelerate.emit(input_direction, delta)
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var weapon_actions := {
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0: "shoot_weapon_1",
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1: "shoot_weapon_2",
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}
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for index : int in weapon_actions:
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if Input.is_action_pressed(weapon_actions[index]):
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for index : int in WEAPON_ACTIONS:
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if Input.is_action_pressed(WEAPON_ACTIONS[index]):
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shoot.emit(index)
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@@ -75,12 +75,6 @@ func accelerate(direction: Vector2, delta: float) -> void:
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velocity = velocity.normalized() * max_speed
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func shoot(weapon_index: int) -> void:
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if weapon_index >= _weapons.size(): return
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_weapons[weapon_index].shoot(velocity)
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func _get_new_speed(accel: float, decel: float, current_speed: float) -> float:
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if is_zero_approx(accel):
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if absf(current_speed) < decel:
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@@ -2,7 +2,26 @@ class_name AbstractEnemyShip
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extends AbstractShip
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@onready var controller : EnemyController = $EnemyController
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var is_on_screen : bool = false
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func _ready() -> void:
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super._ready()
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for weapon in _weapons:
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weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
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func _on_enemy_controller_shoot() -> void:
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for weapon in _weapons:
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weapon.shoot(velocity)
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func _on_visible_on_screen_notifier_2d_screen_entered() -> void:
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is_on_screen = true
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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is_on_screen = false
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@@ -9,8 +9,12 @@ collision_layer = 4
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collision_mask = 2
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script = ExtResource("2_fwvrd")
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[node name="EnemyController" parent="." index="4" instance=ExtResource("3_l8c0n")]
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[node name="EnemyController" parent="." index="4" node_paths=PackedStringArray("ship") instance=ExtResource("3_l8c0n")]
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ship = NodePath("..")
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." index="5"]
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[connection signal="accelerate" from="EnemyController" to="." method="accelerate"]
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[connection signal="reload" from="EnemyController" to="." method="reload"]
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[connection signal="shoot" from="EnemyController" to="." method="shoot"]
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[connection signal="shoot" from="EnemyController" to="." method="_on_enemy_controller_shoot"]
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[connection signal="screen_entered" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_entered"]
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@@ -6,3 +6,9 @@ func _ready() -> void:
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super._ready()
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for weapon in _weapons:
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weapon.set_belonging(AbstractWeapon.Belonging.PLAYER)
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func _on_player_controller_shoot(weapon_index: int) -> void:
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if weapon_index >= _weapons.size(): return
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_weapons[weapon_index].shoot(velocity)
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@@ -38,4 +38,4 @@ offset_bottom = 22.0
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[node name="PlayerController" parent="." index="4" instance=ExtResource("3_4mjo1")]
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[connection signal="accelerate" from="PlayerController" to="." method="accelerate"]
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[connection signal="shoot" from="PlayerController" to="." method="shoot"]
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[connection signal="shoot" from="PlayerController" to="." method="_on_player_controller_shoot"]
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@@ -10,6 +10,7 @@ extends BlastProjectile
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@onready var livetime_timer := $LivetimeTimer
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@onready var sprite_on_timer := $SpriteOnTimer
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@onready var sprite_off_timer := $SpriteOffTimer
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@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
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const OFF_TIMES = [
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@@ -108,10 +109,6 @@ func _switch_sprite(new_state_state: SpriteState) -> void:
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sprite_off.hide()
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@onready var sprite : Sprite2D = $Sprite2D
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@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
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func _process_hit_for_projectile(_collided_body: Node2D) -> void:
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_current_sprite_state = SpriteState.Disabled
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explosion_particles.emitting = true
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+2
-1
@@ -25,5 +25,6 @@ func _create_random_enemy() -> void:
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var enemy : AbstractEnemyShip = ENEMIES.pick_random().instantiate()
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add_child(enemy)
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enemy.position = Vector2(550, 180)
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enemy.position = Vector2(750, randi_range(0, 360))
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enemy.controller.target_position = Vector2(550, 180)
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enemy.destroyed.connect(_create_random_enemy, CONNECT_DEFERRED)
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