Added some weapon logic

This commit is contained in:
2025-10-22 00:11:03 +03:00
parent 594e2f95f5
commit d6259d64e1
2 changed files with 70 additions and 8 deletions
+6 -8
View File
@@ -8,14 +8,12 @@ var position : Vector2:
return $Ship.position
func _input(event: InputEvent) -> void:
var weapons : Array = $Ship.weapons
var weapon_actions := { 0: "shoot_weapon_1", 1: "shoot_weapon_2" }
for index : int in weapon_actions:
if event.is_action_pressed(weapon_actions[index]) and weapons.size() > index:
$Ship.shoot(weapons[index])
func _process(delta: float) -> void:
var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
$Ship.accelerate(input_direction, delta)
var weapons : Array = $Ship.weapons
var weapon_actions := { 0: "shoot_weapon_1", 1: "shoot_weapon_2" }
for index : int in weapon_actions:
if Input.is_action_pressed(weapon_actions[index], true) and weapons.size() > index:
$Ship.shoot(weapons[index])
+64
View File
@@ -1,11 +1,75 @@
extends Node2D
@export var damage : int
@export var firerate : int
@export var magazine_size : int
@export var reload_time : int
@export var bullet_velocity : int
@export var bullet_acceleration : int
@export var bullet_per_shot : int
@export var sector_angle : int
@export var distance : int
@export var heat_per_shot : int
@export var heat_capacity : int
@export var cooling_down_rate : int
@export var explosion_size : int
@onready var _firerate_delay : float = 60.0 / firerate
@onready var _firerate_delay_tenth : float = _firerate_delay / 10
@onready var _bullets_in_magazine : int = magazine_size if magazine_size > 0 else -1
@onready var _reload_time_tenth : float = reload_time / 10.0
var _firerate_cooldown : float
var _reload_cooldown : float
var random := RandomNumberGenerator.new()
func _init() -> void:
#TEST
firerate = 600
magazine_size = 300
reload_time = 2
func _ready() -> void:
var texture := PlaceholderTexture2D.new()
texture.size = Vector2(10, 7)
$Sprite2D.texture = texture
func _process(delta: float) -> void:
if _firerate_cooldown > 0:
_firerate_cooldown -= delta
if _reload_cooldown > 0:
_reload_cooldown -= delta
if _bullets_in_magazine == 0 and _reload_cooldown <= 0:
_bullets_in_magazine = magazine_size
func shoot() -> void:
if not _can_shoot(): return
var random_firerate_delay := random.randf_range(-_firerate_delay_tenth, _firerate_delay_tenth)
_firerate_cooldown = _firerate_delay + random_firerate_delay
if _bullets_in_magazine > 0:
_bullets_in_magazine -= 1
if _bullets_in_magazine == 0:
var random_reload_delay := random.randf_range(-_reload_time_tenth, _reload_time_tenth)
_reload_cooldown = reload_time + random_reload_delay
print("shoot")
func _can_shoot() -> bool:
if _firerate_cooldown > 0: return false
if _reload_cooldown > 0: return false
return true