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https://codeberg.org/Melon-Bread/Comets.gd.git
synced 2024-11-24 21:18:21 -05:00
Refactored all of ship movement
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Before Width: | Height: | Size: 113 B After Width: | Height: | Size: 4.1 KiB |
@ -15,8 +15,20 @@ run/main_scene="res://scenes/game.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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[dotnet]
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project/assembly_name="Comets.gd"
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[input]
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ui_accept={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194310,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
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]
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}
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ui_left={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
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@ -4,10 +4,11 @@
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[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_jyq7a"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5nukh"]
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size = Vector2(4, 16)
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size = Vector2(16, 4)
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[node name="Bullet" type="Area2D" groups=["projectile"]]
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collision_layer = 2
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position = Vector2(7, 1)
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collision_mask = 2
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script = ExtResource("1_jyq7a")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@ -15,6 +16,7 @@ position = Vector2(1, 0)
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texture = ExtResource("1_6rsjj")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(1, -1)
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shape = SubResource("RectangleShape2D_5nukh")
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[node name="LifeTimer" type="Timer" parent="."]
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@ -4,4 +4,20 @@
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[node name="Game" type="Node2D"]
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[node name="Background" type="CanvasLayer" parent="."]
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layer = -1
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[node name="ColorRect" type="ColorRect" parent="Background"]
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z_index = -1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 1)
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[node name="Ship" parent="." instance=ExtResource("1_esyqo")]
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z_index = 1
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position = Vector2(622, 309)
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max_speed = null
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steering_factor = null
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@ -3,12 +3,17 @@
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[ext_resource type="Script" path="res://scripts/ship.gd" id="1_japvq"]
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[ext_resource type="Texture2D" uid="uid://qcnuvee2jcp0" path="res://assets/img/ship.png" id="1_ymcdl"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_hwy8o"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_115lu"]
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size = Vector2(35, 35)
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[node name="Ship" type="Area2D" groups=["ship"]]
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[node name="Ship" type="RigidBody2D" groups=["ship"]]
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collision_mask = 2
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gravity_scale = 0.0
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linear_damp = 1.0
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angular_damp = 2.0
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script = ExtResource("1_japvq")
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max_speed = null
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steering_factor = null
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engine_power = null
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spin_power = null
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_ymcdl")
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@ -20,10 +25,17 @@ emission_sphere_radius = 3.0
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spread = 105.9
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gravity = Vector2(0, 0)
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[node name="Gun" type="Marker2D" parent="Sprite2D"]
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position = Vector2(32, 0)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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rotation = 1.54049
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scale = Vector2(1.36118, -2.39866)
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shape = SubResource("CapsuleShape2D_hwy8o")
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shape = SubResource("RectangleShape2D_115lu")
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[node name="ShotCooldown" type="Timer" parent="."]
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wait_time = 2.0
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one_shot = true
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[node name="Gun" type="Marker2D" parent="."]
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[node name="Projectiles" type="Node2D" parent="."]
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position = Vector2(-33, 0)
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[connection signal="timeout" from="ShotCooldown" to="." method="_on_shot_cooldown_timeout"]
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@ -1,13 +1,16 @@
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extends Area2D
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@export var max_speed := 1400.00
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var direction := Vector2.ZERO
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func _process(delta: float) -> void:
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var viewport_size := get_viewport_rect().size
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position.x = wrap(position.x, 0, viewport_size.x)
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position.y = wrap(position.y, 0,viewport_size.y)
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position += direction * max_speed * delta
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#print("Bullet Pos: " + str(position))
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#var viewport_size := get_viewport_rect().size
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#position.x = wrap(position.x, 0, viewport_size.x)
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#position.y = wrap(position.y, 0,viewport_size.y)
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func _on_life_timer_timeout() -> void:
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queue_free()
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@ -1,27 +1,41 @@
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extends Area2D
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extends RigidBody2D
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@export var max_speed := 1200.0
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@export var steering_factor := 3.0
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@export var engine_power := 16000.0
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@export var spin_power := 200000.0
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var velocity := Vector2.ZERO
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@onready var screensize = self.get_viewport_rect().size
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func _process(delta: float) -> void:
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# TODO: Maybe look into tank controls like classic Astroids
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var direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if direction.length() > 1.0:
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direction.normalized()
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const BULLET = preload("res://scenes/bullet.tscn")
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var desired_velocity := max_speed * direction
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var steering := desired_velocity - velocity
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velocity += steering * steering_factor * delta
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position += velocity * delta
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var thrust := Vector2.ZERO
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var rotation_direction := 0
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var can_shoot := false
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if velocity.length() > 0.0:
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# TODO: Have the CollisionShape toate with the sprite
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$Sprite2D.rotation = velocity.angle()
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func shoot_gun(pos : Vector2, dir : Vector2, rot : float) -> void:
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var bullet = BULLET.instantiate()
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bullet.position = pos
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bullet.direction = dir
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bullet.rotation = rot
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add_child(bullet)
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can_shoot = false
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$ShotCooldown.start()
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var viewport_size := get_viewport_rect().size
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position.x = wrap(position.x, 0, viewport_size.x)
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position.y = wrap(position.y, 0,viewport_size.y)
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func get_input() -> void:
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thrust = Vector2.ZERO
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if Input.is_action_pressed("ui_up"):
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thrust = self.transform.x * engine_power
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rotation_direction = Input.get_axis("ui_left", "ui_right")
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func fire_gun() -> void:
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func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
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var xform := state.transform
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xform.origin.x = wrapf(xform.origin.x, 0 , screensize.x)
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xform.origin.y = wrapf(xform.origin.y , 0, screensize.y)
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state.transform = xform
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func _physics_process(delta: float) -> void:
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get_input()
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self.constant_force = thrust * delta
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self.constant_torque = rotation_direction * spin_power * delta
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func _on_shot_cooldown_timeout() -> void:
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can_shoot = true
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50
scripts/ship.old.gd
Normal file
50
scripts/ship.old.gd
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@ -0,0 +1,50 @@
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extends Area2D
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@export var max_speed := 1200.0
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@export var steering_factor := 3.0
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const BULLET = preload("res://scenes/bullet.tscn")
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var velocity := Vector2.ZERO
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var gun_direction := Vector2.ZERO
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var can_shoot := true
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func _process(delta: float) -> void:
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# TODO: Maybe look into tank controls like classic Astroids
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var direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if direction.length() > 1.0:
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direction.normalized()
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if direction.length() != 0.0:
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gun_direction = direction
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var desired_velocity := max_speed * direction
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var steering := desired_velocity - velocity
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velocity += steering * steering_factor * delta
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position += velocity * delta
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if velocity.length() > 0.0:
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# TODO: Have the CollisionShape toate with the sprite
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$Sprite2D.rotation = velocity.angle()
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print("Angle: " + str($Sprite2D.rotation))
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var viewport_size := get_viewport_rect().size
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position.x = wrap(position.x, 0, viewport_size.x)
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position.y = wrap(position.y, 0,viewport_size.y)
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if Input.is_action_pressed("ui_accept") and can_shoot:
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fire_gun($Gun.position, $Sprite2D.rotation, velocity.angle())
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func fire_gun(pos : Vector2, dir : Vector2, rot : float) -> void:
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var bullet = BULLET.instantiate()
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bullet.position = pos
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bullet.direction = dir
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bullet.rotation = rot
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add_child(bullet)
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can_shoot = false
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$ShotCooldown.start()
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func _on_timer_timeout() -> void:
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can_shoot = true
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