Comets.gd/scripts/ship.gd

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GDScript3
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extends CharacterBody2D
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signal crashed
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const BULLET = preload("res://scenes/bullet.tscn")
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@export var accleration := 100.0
@export var max_speed := 400.0
@export var rotation_speed := 250.0
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var viewport_size : Vector2
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var can_shoot := true
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var can_warp := true
func _ready() -> void:
viewport_size = get_viewport_rect().size
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func _physics_process(delta: float) -> void:
# Controls
var accleration_direction := Vector2(0, Input.get_axis("ui_up", "ui_down"))
var rotation_direction := Input.get_axis("ui_left", "ui_right")
if Input.is_action_pressed("ui_accept") and can_shoot:
fire_gun($Gun.global_position, self.global_rotation)
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if Input.is_action_pressed("ui_cancel") and can_warp:
warp()
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# Movement Logic
## Accleration
velocity += accleration_direction.rotated(rotation) * accleration * delta
velocity.limit_length(max_speed)
### Slowly stops movement if no accleration
if accleration_direction.y == 0:
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velocity = velocity.move_toward(Vector2.ZERO, 0.5)
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## Rotation
rotate(deg_to_rad(rotation_direction * rotation_speed * delta))
move_and_slide()
# Screen Wrap
position.x = wrap(position.x, 0, viewport_size.x)
position.y = wrap(position.y, 0,viewport_size.y)
func fire_gun(pos : Vector2, rot : float) -> void:
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var bullet = BULLET.instantiate()
bullet.position = pos
bullet.rotation = rot
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$Projectiles.add_child(bullet)
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$ShootSound.play()
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can_shoot = false
$ShotCooldown.start()
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func warp() -> void:
var random_position := Vector2.ZERO
random_position.x = randf_range(0, viewport_size.x)
random_position.y = randf_range(0, viewport_size.y)
position = random_position
can_warp = false
$WarpCooldown.start()
func crash() -> void:
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crashed.emit()
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$AnimationPlayer.play("crash")
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func _on_shot_cooldown_timeout() -> void:
can_shoot = true
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func _on_warp_cooldown_timeout() -> void:
can_warp = true