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