Added in editor warnings when weapons are missing components (Audioplayer, Shot spawn location, projectile PackedScene)
Added functionality for weapons to fire projectiles.
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parent
9621323983
commit
40ffbb84cd
8 changed files with 135 additions and 17 deletions
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@ -59,7 +59,8 @@ func _physics_process(delta: float) -> void:
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rotation = tilt
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func shoot(index):
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if weapons.size() > index:
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#print_debug("trying to shoot weapon ", index, " out of ", )
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if index < weapons.size():
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weapons[index].shoot()
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func deal_damage(amount):
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@ -5,7 +5,7 @@ extends FlyerController
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func _physics_process(delta: float) -> void:
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if not Engine.is_editor_hint():
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controlled_flyer.directionInput = Vector2(Input.get_axis("plane_left","plane_right"), Input.get_axis("plane_up","plane_down"))
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if InputMap.has_action("shoot_primary") and Input.is_action_just_pressed("shoot_primary"):
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controlled_flyer.shoot(1)
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if InputMap.has_action("shoot_secondary") and Input.is_action_just_pressed("shoot_secondary"):
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controlled_flyer.shoot(2)
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if InputMap.has_action("shoot_primary") and Input.is_action_pressed("shoot_primary"):
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controlled_flyer.shoot(0)
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if InputMap.has_action("shoot_secondary") and Input.is_action_pressed("shoot_secondary"):
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controlled_flyer.shoot(1)
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@ -1,5 +1,5 @@
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class_name Projectile
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extends CharacterBody2D
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extends Area2D
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# constants
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@export var speed = 10
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@ -8,11 +8,13 @@ extends CharacterBody2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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body_entered.connect(_on_projectile_body_entered)
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func _physics_process(delta: float) -> void:
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var target = move_and_collide(velocity * delta).get_collider()
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position += transform.x * speed * delta
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func _on_projectile_body_entered(target):
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if target is Flyer && friendly != target.friendly:
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target.deal_damage(damage)
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queue_free()
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@ -1,13 +1,17 @@
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@tool
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class_name Weapon
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extends Node2D
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# constants
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@export var max_ammo = 1
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## Number of seconds until the weapon can be used again.
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@export var cooldown = 1
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@export var shot: Projectile
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@export var cooldown = 0.1
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@export var shot: PackedScene:
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set(new_shot):
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shot = new_shot
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update_configuration_warnings()
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@export var shot_spawn: Node2D
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@export var audio: AudioStreamRandomizer
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@export var audio: AudioStreamPlayer2D
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# gameplay variables
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var ammo
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@ -15,20 +19,52 @@ var timer = 0.0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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ammo = max_ammo
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if !Engine.is_editor_hint():
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ammo = max_ammo
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else:
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child_entered_tree.connect(_on_child_entered_tree)
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child_exiting_tree.connect(_on_child_exited_tree)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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timer += delta
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if !Engine.is_editor_hint():
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timer += delta
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func _get_configuration_warnings():
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var warnings = []
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if shot == null:
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warnings.append("Please select a projectile scene for the shot variable.")
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if shot_spawn == null:
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warnings.append("Please add a Node2D as the muzzle/projectile spawning location for the shot_spawn variable.")
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if audio == null:
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warnings.append("Please add an AudioStreamPlayer2D which plays the weapon's audio.")
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return warnings
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func _on_child_entered_tree(node):
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print_debug("saw a child entering tree: ", node)
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if node.get_class() == "Node2D":
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shot_spawn = node
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if node is AudioStreamPlayer2D:
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audio = node
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update_configuration_warnings()
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func _on_child_exited_tree(node):
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if node == shot_spawn:
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shot_spawn = null
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if node == audio:
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audio = null
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update_configuration_warnings()
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# Creates and returns an instance of the weapon's projectile.
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func shoot() -> Projectile:
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print_debug("trying to shoot, timer at ", timer, " out of ", cooldown, " ammo at ", ammo, " out of ", max_ammo)
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if timer > cooldown && ammo > 0:
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timer = 0
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var new_shot = shot.instantiate()
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owner.add_child(new_shot)
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new_shot.transform = shot_spawn.transform
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new_shot.transform = shot_spawn.global_transform
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ammo -= 1
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audio.play()
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return new_shot
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