Refactored all of ship movement

This commit is contained in:
2024-05-10 20:42:22 -04:00
parent c13e23cdd3
commit 2c90c6d318
8 changed files with 144 additions and 35 deletions

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@ -1,13 +1,16 @@
extends Area2D
@export var max_speed := 1400.00
var direction := Vector2.ZERO
func _process(delta: float) -> void:
var viewport_size := get_viewport_rect().size
position.x = wrap(position.x, 0, viewport_size.x)
position.y = wrap(position.y, 0,viewport_size.y)
position += direction * max_speed * delta
#print("Bullet Pos: " + str(position))
#var viewport_size := get_viewport_rect().size
#position.x = wrap(position.x, 0, viewport_size.x)
#position.y = wrap(position.y, 0,viewport_size.y)
func _on_life_timer_timeout() -> void:
queue_free()

View File

@ -1,27 +1,41 @@
extends Area2D
extends RigidBody2D
@export var max_speed := 1200.0
@export var steering_factor := 3.0
@export var engine_power := 16000.0
@export var spin_power := 200000.0
var velocity := Vector2.ZERO
@onready var screensize = self.get_viewport_rect().size
func _process(delta: float) -> void:
# TODO: Maybe look into tank controls like classic Astroids
var direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if direction.length() > 1.0:
direction.normalized()
const BULLET = preload("res://scenes/bullet.tscn")
var desired_velocity := max_speed * direction
var steering := desired_velocity - velocity
velocity += steering * steering_factor * delta
position += velocity * delta
var thrust := Vector2.ZERO
var rotation_direction := 0
var can_shoot := false
if velocity.length() > 0.0:
# TODO: Have the CollisionShape toate with the sprite
$Sprite2D.rotation = velocity.angle()
func shoot_gun(pos : Vector2, dir : Vector2, rot : float) -> void:
var bullet = BULLET.instantiate()
bullet.position = pos
bullet.direction = dir
bullet.rotation = rot
add_child(bullet)
can_shoot = false
$ShotCooldown.start()
var viewport_size := get_viewport_rect().size
position.x = wrap(position.x, 0, viewport_size.x)
position.y = wrap(position.y, 0,viewport_size.y)
func get_input() -> void:
thrust = Vector2.ZERO
if Input.is_action_pressed("ui_up"):
thrust = self.transform.x * engine_power
rotation_direction = Input.get_axis("ui_left", "ui_right")
func fire_gun() -> void:
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
var xform := state.transform
xform.origin.x = wrapf(xform.origin.x, 0 , screensize.x)
xform.origin.y = wrapf(xform.origin.y , 0, screensize.y)
state.transform = xform
func _physics_process(delta: float) -> void:
get_input()
self.constant_force = thrust * delta
self.constant_torque = rotation_direction * spin_power * delta
func _on_shot_cooldown_timeout() -> void:
can_shoot = true

50
scripts/ship.old.gd Normal file
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@ -0,0 +1,50 @@
extends Area2D
@export var max_speed := 1200.0
@export var steering_factor := 3.0
const BULLET = preload("res://scenes/bullet.tscn")
var velocity := Vector2.ZERO
var gun_direction := Vector2.ZERO
var can_shoot := true
func _process(delta: float) -> void:
# TODO: Maybe look into tank controls like classic Astroids
var direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if direction.length() > 1.0:
direction.normalized()
if direction.length() != 0.0:
gun_direction = direction
var desired_velocity := max_speed * direction
var steering := desired_velocity - velocity
velocity += steering * steering_factor * delta
position += velocity * delta
if velocity.length() > 0.0:
# TODO: Have the CollisionShape toate with the sprite
$Sprite2D.rotation = velocity.angle()
print("Angle: " + str($Sprite2D.rotation))
var viewport_size := get_viewport_rect().size
position.x = wrap(position.x, 0, viewport_size.x)
position.y = wrap(position.y, 0,viewport_size.y)
if Input.is_action_pressed("ui_accept") and can_shoot:
fire_gun($Gun.position, $Sprite2D.rotation, velocity.angle())
func fire_gun(pos : Vector2, dir : Vector2, rot : float) -> void:
var bullet = BULLET.instantiate()
bullet.position = pos
bullet.direction = dir
bullet.rotation = rot
add_child(bullet)
can_shoot = false
$ShotCooldown.start()
func _on_timer_timeout() -> void:
can_shoot = true