Added AbstractReloader

This commit is contained in:
2025-10-23 18:56:56 +03:00
parent e98c5c751c
commit f8d0edc5f7
11 changed files with 115 additions and 79 deletions
+1 -1
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@@ -1,7 +1,7 @@
extends CharacterBody2D
const Weapon = preload("res://game/entities/weapon.tscn")
const Weapon = preload("res://game/entities/weapons/weapon.tscn")
@export var size : Vector2:
-77
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@@ -1,77 +0,0 @@
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
@@ -0,0 +1,14 @@
@abstract
class_name AbstractReloader
extends Node
var random := RandomNumberGenerator.new()
@abstract
func can_shoot() -> bool
@abstract
func shoot() -> void
@@ -0,0 +1 @@
uid://ccpriilfr3kme
@@ -0,0 +1,25 @@
extends AbstractReloader
@export var firerate : int
@onready var _delay : float = 60.0 / firerate
@onready var _delay_tenth : float = _delay / 10
var _cooldown : float
func _process(delta: float) -> void:
if _cooldown > 0:
_cooldown -= delta
func can_shoot() -> bool:
return _cooldown <= 0
func shoot() -> void:
var random_delay := random.randf_range(-_delay_tenth, _delay_tenth)
_cooldown = _delay + random_delay
@@ -0,0 +1 @@
uid://b255rb32vc6co
@@ -0,0 +1,33 @@
extends AbstractReloader
@export var magazine_size : int
@export var reload_time : int
@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 _cooldown : float
func _process(delta: float) -> void:
if _cooldown > 0:
_cooldown -= delta
if _bullets_in_magazine == 0 and _cooldown <= 0:
_bullets_in_magazine = magazine_size
func can_shoot() -> bool:
return _bullets_in_magazine > 0
func shoot() -> void:
if _bullets_in_magazine > 0:
_bullets_in_magazine -= 1
if _bullets_in_magazine == 0:
var random_delay := random.randf_range(-_reload_time_tenth, _reload_time_tenth)
_cooldown = reload_time + random_delay
@@ -0,0 +1 @@
uid://d2gfhnlbqxsoq
+38
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@@ -0,0 +1,38 @@
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
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 shoot() -> void:
if not _can_shoot(): return
print("shoot")
func _can_shoot() -> bool:
return true
@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://dwm4iejnbuhxo"]
[ext_resource type="Script" uid="uid://dpqxs8hlql2o0" path="res://game/entities/weapon.gd" id="1_4oq3a"]
[ext_resource type="Script" uid="uid://dpqxs8hlql2o0" path="res://game/entities/weapons/weapon.gd" id="1_4oq3a"]
[node name="Weapon" type="Node2D"]
script = ExtResource("1_4oq3a")