Started a Godot Project to remake Tailgunner.
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scripts/flyer.gd
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72
scripts/flyer.gd
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class_name Flyer
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extends CharacterBody2D
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# constants
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## Maximum angle in degrees that the flyer can tilt.
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@export var max_tilt = 45
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## Maximum acceleration of the flyer in vertical directions. Measured in pixels per second.
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@export var vertical_accelleration = 5
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## Maximum acceleration of the flyer in horizontal directions. Measured in pixels per second.
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@export var horizontal_accelleration = 15
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## Default deceleration of the flyer in vertical directions when no input is given. Measured in pixels per second.
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@export var vertical_decelleration = 8
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## Default deceleration of the flyer in horizontal directions when no input is given. Measured in pixels per second.
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@export var horizontal_decelleration = 20
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## Maximum speed of the flyer in vertical directions. Measured in pixels per second.
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@export var vertical_max_speed = 300
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## Maximum speed of the flyer in horizontal directions. Measured in pixels per second.
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@export var horizontal_max_speed = 300
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@export var max_hp = 100
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@export var weapons: Array[Weapon]
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@export var friendly = false
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#@export var panAudio = true
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# gameplay variables
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var tilt
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var speed
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var hp
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var directionInput
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func _ready() -> void:
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hp = max_hp
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max_tilt = deg_to_rad(max_tilt)
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directionInput = Vector2(0,0)
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func _physics_process(delta: float) -> void:
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# convert control input to movement
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var verticalIn = directionInput.y
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var horizontalIn = directionInput.x
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if verticalIn:
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if (verticalIn / velocity.y) < 0:
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velocity.y = move_toward(velocity.y, vertical_max_speed, verticalIn * (vertical_decelleration))
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else:
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velocity.y = move_toward(velocity.y, sign(verticalIn) * vertical_max_speed, sign(verticalIn) * verticalIn * vertical_accelleration)
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else:
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velocity.y = move_toward(velocity.y, 0, vertical_decelleration)
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if horizontalIn:
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if (horizontalIn / velocity.x) < 0:
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velocity.x = move_toward(velocity.x, horizontal_max_speed, horizontalIn * (horizontal_decelleration))
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else:
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velocity.x = move_toward(velocity.x, sign(horizontalIn) * horizontal_max_speed, sign(horizontalIn) * horizontalIn * horizontal_accelleration)
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else:
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velocity.x = move_toward(velocity.x, 0, horizontal_decelleration)
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#print_debug("current velocity: ", velocity, ", current input: ", Vector2(horizontalIn, verticalIn), ", input signs: ", Vector2(sign(horizontalIn), sign(verticalIn)))
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move_and_collide(velocity * delta)
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# tilt the flyer according to vertical movement.
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tilt = velocity.y / vertical_max_speed * max_tilt
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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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weapons[index].shoot()
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func deal_damage(amount):
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hp -= amount
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if hp <= 0:
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die()
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func die():
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return
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#TODO: implement death
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scripts/flyer.gd.uid
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1
scripts/flyer.gd.uid
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uid://b5qkxnurvqbi2
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23
scripts/flyer_controller.gd
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scripts/flyer_controller.gd
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@tool
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class_name FlyerController
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extends Node
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# references
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@export var controlled_flyer: Flyer:
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set(new_flyer):
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controlled_flyer = new_flyer
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update_configuration_warnings()
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func _ready() -> void:
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if Engine.is_editor_hint():
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var parent = get_parent()
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if (parent is Flyer):
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controlled_flyer = parent
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update_configuration_warnings()
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func _get_configuration_warnings():
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var warnings = []
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if controlled_flyer == null:
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warnings.append("Please select a flyer to be controlled by this controller.")
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return warnings
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scripts/flyer_controller.gd.uid
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scripts/flyer_controller.gd.uid
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uid://b71mg3snmjp88
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scripts/player_controller.gd
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scripts/player_controller.gd
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@tool
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class_name PlayerController
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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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scripts/player_controller.gd.uid
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scripts/player_controller.gd.uid
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uid://cu7q3fqvjoyos
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scripts/projectile.gd
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scripts/projectile.gd
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class_name Projectile
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extends CharacterBody2D
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# constants
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@export var speed = 10
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@export var damage = 5
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@export var friendly = false
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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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func _physics_process(delta: float) -> void:
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var target = move_and_collide(velocity * delta).get_collider()
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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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scripts/projectile.gd.uid
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scripts/projectile.gd.uid
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uid://8y2wqva60nom
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scripts/weapon.gd
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scripts/weapon.gd
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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 shot_spawn: Node2D
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@export var audio: AudioStreamRandomizer
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# gameplay variables
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var ammo
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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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# 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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# Creates and returns an instance of the weapon's projectile.
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func shoot() -> Projectile:
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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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ammo -= 1
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audio.play()
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return new_shot
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else:
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return null
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func add_ammo(amount):
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ammo += amount
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if ammo > max_ammo:
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ammo = max_ammo
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1
scripts/weapon.gd.uid
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1
scripts/weapon.gd.uid
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uid://cr8aonshxxpqf
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