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https://codeberg.org/Melon-Bread/Comets.gd.git
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59 lines
1.5 KiB
GDScript
59 lines
1.5 KiB
GDScript
extends CharacterBody2D
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# TODO: Add the ability to "warp"
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# FIXME: Tweak speed and shoot time values
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# FIXME: Tweak Ship's scale
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signal crashed
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const BULLET = preload("res://scenes/bullet.tscn")
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@export var accleration := 90.0
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@export var max_speed := 350.0
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@export var rotation_speed := 200.0
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var can_shoot := true
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func _physics_process(delta: float) -> void:
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# Controls
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var accleration_direction := Vector2(0, Input.get_axis("ui_up", "ui_down"))
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var rotation_direction := Input.get_axis("ui_left", "ui_right")
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if Input.is_action_pressed("ui_accept") and can_shoot:
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fire_gun($Gun.global_position, self.global_rotation)
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# Movement Logic
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## Accleration
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velocity += accleration_direction.rotated(rotation) * accleration * delta
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velocity.limit_length(max_speed)
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### Slowly stops movement if no accleration
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if accleration_direction.y == 0:
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velocity = velocity.move_toward(Vector2.ZERO, 1)
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## Rotation
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rotate(deg_to_rad(rotation_direction * rotation_speed * delta))
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move_and_slide()
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# Screen Wrap
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var viewport_size := get_viewport_rect().size
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position.x = wrap(position.x, 0, viewport_size.x)
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position.y = wrap(position.y, 0,viewport_size.y)
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func fire_gun(pos : Vector2, rot : float) -> void:
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var bullet = BULLET.instantiate()
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bullet.position = pos
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bullet.rotation = rot
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$Projectiles.add_child(bullet)
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$ShootSound.play()
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can_shoot = false
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$ShotCooldown.start()
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func crash():
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# TODO: Make some kind of crash animation or crashed sprite
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crashed.emit()
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$AnimationPlayer.play("crash")
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func _on_shot_cooldown_timeout() -> void:
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can_shoot = true
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