Added Comet sizes

This commit is contained in:
Rain Clark 2024-05-12 18:54:18 -04:00
parent 09c63cd432
commit fb60dfce61
6 changed files with 53 additions and 11 deletions

View File

@ -6,8 +6,9 @@
[sub_resource type="RectangleShape2D" id="RectangleShape2D_5nukh"]
size = Vector2(4, 16)
[node name="Bullet" type="Area2D" groups=["projectile"]]
[node name="Bullet" type="Area2D" groups=["bullet"]]
position = Vector2(0, -8)
collision_layer = 2
collision_mask = 2
script = ExtResource("1_jyq7a")

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@ -1,24 +1,48 @@
extends Area2D
# TODO: Have a list of "sizes" a comet can be
# TODO: Have speeds be determined on a rage based on its "size"
# TODO: Provide a specific score based on the "size"
# TODO: Have the comet spawn 2 of the next "size" when hit
# TODO: Have the comet disapear if shot at is smallest "size"
@export var movement_speed := 600
enum SIZE {SMALL, MEDIUM, LARGE}
@export var current_size : SIZE = SIZE.LARGE
var size_data = {
SIZE.SMALL : {"Scale": 0.5, "Speed-Multi": 1.5},
SIZE.MEDIUM : {"Scale": 1.0, "Speed-Multi": 1.0},
SIZE.LARGE : {"Scale": 2.5, "Speed-Multi": 0.5}
}
var movement_speed : int
var movement_speed_min : int = 100
var movement_speed_max : int = 500
var movement_direciton := Vector2.UP
var rotation_speed : int
var rotaion_direction : int
func _ready() -> void:
rotaion_direction = randi_range(-1, 1)
rotation_speed = randi_range(50, 250)
movement_speed = randi_range(movement_speed_min, movement_speed_max)
movement_speed *= size_data[current_size]["Speed-Multi"]
rotaion_direction = randi_range(0, 1)
if rotaion_direction < 1:
rotaion_direction = -1
rotation_speed = randi_range(50, 150)
rotate(randi_range(0, 360))
self.scale *= size_data[current_size]["Scale"]
func _physics_process(delta: float) -> void:
rotate(deg_to_rad(rotaion_direction * rotation_speed * delta))
$CollisionPolygon2D.rotate(deg_to_rad(rotaion_direction * rotation_speed * delta))
$Sprite2D.rotate(deg_to_rad(rotaion_direction * rotation_speed * delta))
# TODO: Add "floating in space" movement
position += movement_direciton.rotated(rotation) * movement_speed * delta
# Screen Wrap
var viewport_size := get_viewport_rect().size
@ -27,6 +51,10 @@ func _physics_process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print(body)
# TODO: Add "explosion" logic if bullet hits me
if body.is_in_group("bullet"):
explode()
if body.is_in_group("ship"):
body.crash()
func explode() -> void:
queue_free()

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@ -4,6 +4,7 @@
[ext_resource type="Script" path="res://scenes/comet.gd" id="1_33qxe"]
[node name="Comet" type="Area2D"]
collision_layer = 3
script = ExtResource("1_33qxe")
[node name="Sprite2D" type="Sprite2D" parent="."]

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@ -25,3 +25,14 @@ position = Vector2(622, 309)
[node name="Comet" parent="." instance=ExtResource("2_b37uv")]
position = Vector2(276, 249)
current_size = 1
[node name="Comet2" parent="." instance=ExtResource("2_b37uv")]
position = Vector2(439, 459)
[node name="Comet3" parent="." instance=ExtResource("2_b37uv")]
position = Vector2(834, 136)
current_size = 0
[node name="Comet4" parent="." instance=ExtResource("2_b37uv")]
position = Vector2(938, 402)

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@ -1,6 +1,6 @@
extends Area2D
# TODO: Tweak speed and LifeTimer values
# FIXME: Tweak speed and LifeTimer values
@export var speed := 1400.00
var direction := Vector2.UP

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@ -1,7 +1,8 @@
extends CharacterBody2D
# TODO: Add the ability to "warp"
# TODO: Tweak speed and shoot time values
# FIXME: Tweak speed and shoot time values
# FIXME: Tweak Ship's scale
const BULLET = preload("res://scenes/bullet.tscn")
@ -41,7 +42,7 @@ func fire_gun(pos : Vector2, rot : float) -> void:
bullet.position = pos
bullet.rotation = rot
$Projectiles.add_child(bullet)
$ShootSounds.play()
$ShootSound.play()
can_shoot = false
$ShotCooldown.start()