Trying to rework cannon, gatling, launcher
This commit is contained in:
@@ -5,21 +5,15 @@ extends AbstractWeapon
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@onready var enemy_sprite : Sprite2D = $EnemySprite
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@onready var cooldown_timer : Timer = $CooldownTimer
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@onready var player_particles : Array[GPUParticles2D] = [
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$ShotProjectiles/PlayerRightParticles, $ShotProjectiles/PlayerLeftParticles,
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]
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@onready var enemy_particles : Array[GPUParticles2D] = [
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$ShotProjectiles/EnemyRightParticles, $ShotProjectiles/EnemyLeftParticles,
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@onready var particles : Array[GPUParticles2D] = [
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$RightParticles, $LeftParticles,
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]
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var _particles_index := 0
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const PLAYER_PROJECTILE_POSITIONS : Array[Vector2] = [
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Vector2(4, 3), Vector2(4, -3),
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@onready var muzzles : Array[Node2D] = [
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$RightMuzzle, $LeftMuzzle,
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]
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const ENEMY_PROJECTILE_POSITIONS : Array[Vector2] = [
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Vector2(-4, 3), Vector2(-4, -3),
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]
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var _projectile_position_index := 0
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var _muzzle_index := 0
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func set_belonging(belonging: Belonging) -> void:
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@@ -47,43 +41,27 @@ func shoot(ship_velocity: Vector2) -> bool:
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func _restart_particles() -> void:
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var particle : GPUParticles2D = null
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match _belonging:
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Belonging.PLAYER:
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particle = _get_particle_from_array(player_particles)
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Belonging.ENEMY:
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particle = _get_particle_from_array(enemy_particles)
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particle = _get_particle()
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if particle != null:
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particle.restart()
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func _get_projectile_position() -> Vector2:
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var projectile_position : Vector2
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match _belonging:
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Belonging.PLAYER:
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projectile_position = _get_projectile_position_from_array(PLAYER_PROJECTILE_POSITIONS)
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Belonging.ENEMY:
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projectile_position = _get_projectile_position_from_array(ENEMY_PROJECTILE_POSITIONS)
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var projectile_position := muzzles[_muzzle_index].position
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_muzzle_index += 1
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if _muzzle_index >= muzzles.size():
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_muzzle_index = 0
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return projectile_position
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func _get_particle_from_array(array: Array[GPUParticles2D]) -> GPUParticles2D:
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var particle := array[_particles_index]
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func _get_particle() -> GPUParticles2D:
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var particle := particles[_particles_index]
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_particles_index += 1
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if _particles_index >= array.size():
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if _particles_index >= particles.size():
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_particles_index = 0
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return particle
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func _get_projectile_position_from_array(array: Array[Vector2]) -> Vector2:
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var projectile_position := array[_projectile_position_index]
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_projectile_position_index += 1
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if _projectile_position_index >= array.size():
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_projectile_position_index = 0
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return projectile_position
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func _on_cooldown_timer_timeout() -> void:
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_can_shoot = true
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=3 uid="uid://c3l866fdqt7pf"]
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[gd_scene load_steps=10 format=3 uid="uid://c3l866fdqt7pf"]
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[ext_resource type="PackedScene" uid="uid://1o2ta17yc5bp" path="res://game/entities/weapons/abstract_weapon.tscn" id="1_sk5u1"]
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[ext_resource type="Script" uid="uid://lauvvj5xhbud" path="res://game/entities/weapons/launcher/launcher_weapon.gd" id="2_mxjpe"]
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@@ -9,7 +9,6 @@
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_u8eh0"]
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lifetime_randomness = 0.5
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particle_flag_disable_z = true
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emission_shape_offset = Vector3(-8, -3.5, 0)
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emission_shape = 1
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emission_sphere_radius = 1.0
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angle_min = -179.99998
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@@ -24,7 +23,6 @@ gravity = Vector3(0, 0, 0)
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_0brql"]
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lifetime_randomness = 0.5
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particle_flag_disable_z = true
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emission_shape_offset = Vector3(-8, 3.5, 0)
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emission_shape = 1
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emission_sphere_radius = 1.0
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angle_min = -179.99998
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@@ -36,34 +34,6 @@ initial_velocity_min = 30.0
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initial_velocity_max = 50.0
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gravity = Vector3(0, 0, 0)
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_3cw5x"]
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lifetime_randomness = 0.5
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particle_flag_disable_z = true
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emission_shape_offset = Vector3(8, -3.5, 0)
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emission_shape = 1
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emission_sphere_radius = 1.0
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angle_min = -179.99998
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angle_max = 180.00002
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inherit_velocity_ratio = 0.5
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spread = 15.0
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initial_velocity_min = 30.0
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initial_velocity_max = 50.0
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gravity = Vector3(0, 0, 0)
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_ylgjm"]
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lifetime_randomness = 0.5
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particle_flag_disable_z = true
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emission_shape_offset = Vector3(8, 3.5, 0)
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emission_shape = 1
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emission_sphere_radius = 1.0
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angle_min = -179.99998
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angle_max = 180.00002
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inherit_velocity_ratio = 0.5
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spread = 15.0
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initial_velocity_min = 30.0
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initial_velocity_max = 50.0
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gravity = Vector3(0, 0, 0)
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[sub_resource type="AtlasTexture" id="AtlasTexture_u8eh0"]
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atlas = ExtResource("6_3cw5x")
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region = Rect2(224, 128, 32, 16)
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@@ -78,9 +48,8 @@ sector_angle = 5
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Projectile = ExtResource("3_fsoo2")
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type = 3
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[node name="ShotProjectiles" type="Node2D" parent="." index="0"]
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[node name="PlayerLeftParticles" type="GPUParticles2D" parent="ShotProjectiles" index="0"]
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[node name="LeftParticles" type="GPUParticles2D" parent="." index="0"]
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position = Vector2(-4, -3)
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emitting = false
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amount = 16
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texture = ExtResource("4_0brql")
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@@ -88,7 +57,8 @@ lifetime = 0.3
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one_shot = true
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process_material = SubResource("ParticleProcessMaterial_u8eh0")
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[node name="PlayerRightParticles" type="GPUParticles2D" parent="ShotProjectiles" index="1"]
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[node name="RightParticles" type="GPUParticles2D" parent="." index="1"]
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position = Vector2(-4, 3)
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emitting = false
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amount = 16
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texture = ExtResource("4_0brql")
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@@ -96,30 +66,22 @@ lifetime = 0.3
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one_shot = true
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process_material = SubResource("ParticleProcessMaterial_0brql")
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[node name="EnemyLeftParticles" type="GPUParticles2D" parent="ShotProjectiles" index="2"]
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emitting = false
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amount = 16
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texture = ExtResource("4_0brql")
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lifetime = 0.3
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one_shot = true
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process_material = SubResource("ParticleProcessMaterial_3cw5x")
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[node name="EnemyRightParticles" type="GPUParticles2D" parent="ShotProjectiles" index="3"]
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emitting = false
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amount = 16
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texture = ExtResource("4_0brql")
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lifetime = 0.3
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one_shot = true
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process_material = SubResource("ParticleProcessMaterial_ylgjm")
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[node name="PlayerSprite" type="Sprite2D" parent="." index="1"]
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[node name="PlayerSprite" type="Sprite2D" parent="." index="2"]
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position = Vector2(4, 0)
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texture = SubResource("AtlasTexture_u8eh0")
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[node name="EnemySprite" type="Sprite2D" parent="." index="2"]
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[node name="EnemySprite" type="Sprite2D" parent="." index="3"]
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position = Vector2(4, 0)
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texture = SubResource("AtlasTexture_ylgjm")
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[node name="CooldownTimer" type="Timer" parent="." index="3"]
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[node name="CooldownTimer" type="Timer" parent="." index="4"]
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wait_time = 0.5
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one_shot = true
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[node name="LeftMuzzle" type="Node2D" parent="." index="5"]
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position = Vector2(12, -3)
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[node name="RightMuzzle" type="Node2D" parent="." index="6"]
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position = Vector2(12, 3)
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[connection signal="timeout" from="CooldownTimer" to="." method="_on_cooldown_timer_timeout"]
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