Moved weapons to their own scene

This commit is contained in:
Marco 2024-11-15 16:32:26 +01:00
commit 34e0603170
6 changed files with 159 additions and 62 deletions

View file

@ -1,8 +1,9 @@
[gd_scene load_steps=8 format=3 uid="uid://v8s3kubgb2qg"]
[gd_scene load_steps=9 format=3 uid="uid://v8s3kubgb2qg"]
[ext_resource type="Texture2D" uid="uid://b4ynnb14mb4uq" path="res://Sprites/Reisen.png" id="1_4w8mj"]
[ext_resource type="Script" path="res://Scripts/Enemy.cs" id="1_lpwdj"]
[ext_resource type="PackedScene" uid="uid://cuixq5ex0j40h" path="res://Scenes/enemyBullet.tscn" id="2_ogldd"]
[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="4_2k1dv"]
[sub_resource type="AtlasTexture" id="AtlasTexture_2brqc"]
atlas = ExtResource("1_4w8mj")
@ -17,12 +18,11 @@ radius = 4.0
[sub_resource type="CircleShape2D" id="CircleShape2D_v711r"]
radius = 85.0529
[node name="Enemy" type="Area2D" groups=["Destroyable"]]
[node name="Enemy" type="Area2D" node_paths=PackedStringArray("EquippedWeapon") groups=["Destroyable"]]
collision_layer = 16
collision_mask = 9
script = ExtResource("1_lpwdj")
BulletScene = ExtResource("2_ogldd")
BulletSpeed = 50.0
EquippedWeapon = NodePath("Weapon")
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
@ -48,6 +48,11 @@ shape = SubResource("CircleShape2D_v711r")
wait_time = 0.4
one_shot = true
[node name="Weapon" parent="." instance=ExtResource("4_2k1dv")]
BulletScene = ExtResource("2_ogldd")
BulletCapacity = 4
BulletSpeed = 50.0
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="area_entered" from="PlayerDetection" to="." method="_on_player_detection_area_entered"]
[connection signal="area_exited" from="PlayerDetection" to="." method="_on_player_detection_area_exited"]

View file

@ -0,0 +1,12 @@
[gd_scene load_steps=2 format=3 uid="uid://crry0rgk7a8sm"]
[ext_resource type="Script" path="res://Scripts/Weapon.cs" id="1_f5iec"]
[node name="Weapon" type="Sprite2D"]
script = ExtResource("1_f5iec")
[node name="Muzzle" type="Marker2D" parent="."]
position = Vector2(5, 0)
[node name="ShootTimer" type="Timer" parent="."]
one_shot = true

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=27 format=3 uid="uid://bghghp5ep4w2j"]
[gd_scene load_steps=28 format=3 uid="uid://bghghp5ep4w2j"]
[ext_resource type="Script" path="res://Scripts/PlayerMovement.cs" id="1_m27vu"]
[ext_resource type="Texture2D" uid="uid://la06powu57hu" path="res://Sprites/Cirno_Big.png" id="2_bwf6x"]
@ -8,6 +8,7 @@
[ext_resource type="Script" path="res://Scenes/CameraTarget.gd" id="5_cxvyt"]
[ext_resource type="PackedScene" uid="uid://cfb3nsay84xdb" path="res://Scenes/crosshair.tscn" id="6_l43rf"]
[ext_resource type="Script" path="res://Scenes/InteractionController.cs" id="7_uvgjg"]
[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="9_wblq0"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ai4rh"]
size = Vector2(6, 6)
@ -141,7 +142,7 @@ radius = 17.2627
[sub_resource type="CircleShape2D" id="CircleShape2D_e6woi"]
radius = 1.41421
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle") groups=["Destroyable", "player"]]
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle", "EquippedWeapon") groups=["Destroyable", "player"]]
collision_layer = 2
collision_mask = 99
script = ExtResource("1_m27vu")
@ -152,7 +153,7 @@ SelectorScene = ExtResource("3_8wt6s")
GameOverScene = "res://Scenes/GameOver.tscn"
Muzzle = NodePath("Muzzle")
Health = 32.0
RateOfFire = 0.1
EquippedWeapon = NodePath("Weapon")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
@ -205,5 +206,12 @@ collision_mask = 128
shape = SubResource("CircleShape2D_e6woi")
debug_color = Color(1, 0.00817797, 0.0443347, 0.42)
[node name="Weapon" parent="." instance=ExtResource("9_wblq0")]
BulletScene = ExtResource("2_ov36d")
RateOfFire = 0.1
BulletCapacity = 100
ReloadTime = 0.4
BulletSpeed = 300.0
[connection signal="area_entered" from="InteractionController" to="." method="_on_interaction_controller_area_entered"]
[connection signal="area_entered" from="DamageHitBox" to="." method="_on_damage_hit_box_area_entered"]

View file

@ -8,34 +8,19 @@ public partial class Enemy : Area2D, IDestructible
private InteractionController _cachedPlayer;
private EnemyState _currentState = EnemyState.Idle;
[Export]
public PackedScene BulletScene { get; set; }
[Export] public float Health = 4f;
[Export] public double RateOfFire = 0.4f;
[Export] public double ReloadTime = 1.0f;
[Export] public int BulletCount = 4;
[Export] public float BulletSpeed = 100f;
[Export] public Weapon EquippedWeapon;
private float _currentHealth = 0f;
private bool _isDestroyed = false;
private Timer _cooldownTimer;
[DebugGUIPrint]
private int _ammo = 0;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_currentHealth = Health;
_ammo = BulletCount;
_cooldownTimer = GetNode<Timer>("./ShootTimer");
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
@ -72,7 +57,7 @@ public partial class Enemy : Area2D, IDestructible
return;
}
if (_cooldownTimer.IsStopped() && IsPlayerInSight())
if (IsPlayerInSight())
{
Shoot();
}
@ -80,26 +65,32 @@ public partial class Enemy : Area2D, IDestructible
private void Shoot()
{
// SHOOT
var bullet = this.CreateChild<Bullet>(BulletScene);
// var bullet = BulletScene.Instantiate<Bullet>();
// Owner.AddChild(bullet);
// bullet.Transform = this.GlobalTransform;
// bullet.Position = this.Position;
bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
bullet.Speed = BulletSpeed;
if (EquippedWeapon == null) return;
_ammo -= 1;
if (_ammo <= 0)
{
_ammo = BulletCount;
_cooldownTimer.Start(ReloadTime);
}
else
{
_cooldownTimer.Start(RateOfFire);
}
EquippedWeapon.ShootDirection = (_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized();
EquippedWeapon.Shoot();
// // SHOOT
// var bullet = this.CreateChild<Bullet>(BulletScene);
// // var bullet = BulletScene.Instantiate<Bullet>();
// // Owner.AddChild(bullet);
// // bullet.Transform = this.GlobalTransform;
// // bullet.Position = this.Position;
// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
// bullet.Speed = BulletSpeed;
//
// _ammo -= 1;
//
// if (_ammo <= 0)
// {
// _ammo = BulletCount;
// _cooldownTimer.Start(ReloadTime);
// }
// else
// {
// _cooldownTimer.Start(RateOfFire);
// }
}
private bool IsPlayerInSight()

View file

@ -11,9 +11,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
[Export]
public float CrosshairDistance { get; set; } = 10f;
[Export]
public PackedScene BulletScene { get; set; }
[Export]
public PackedScene SelectorScene { get; set; }
@ -35,17 +32,13 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private Sprite2D _crosshair;
private Timer _cooldownTimer;
[Export] public float Health = 4f;
[Export] public Weapon EquippedWeapon;
[DebugGUIPrint]
private float _currentHealth = 0f;
[Export] public double RateOfFire = 0.4f;
[Export] public float BulletSpeed = 300f;
private bool _isDestroyed = false;
public override void _Ready()
@ -54,7 +47,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
_cooldownTimer = GetNode<Timer>("./ShootTimer");
_movementDirection = Vector2.Zero;
_facingDirection = Vector2.Zero;
@ -100,13 +92,18 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private void HandleShoot()
{
if (!Input.IsActionJustPressed("shoot")) return;
//Debug.WriteLine("Shoot");
var bullet = BulletScene.Instantiate<Bullet>();
Owner.AddChild(bullet);
bullet.Transform = Muzzle.GlobalTransform;
bullet.Position = this.Position;
bullet.SetDirection(this._facingDirection);
if (EquippedWeapon == null) return;
if (!Input.IsActionPressed("shoot")) return;
EquippedWeapon.ShootDirection = this._facingDirection;
EquippedWeapon.Shoot();
// //Debug.WriteLine("Shoot");
// var bullet = BulletScene.Instantiate<Bullet>();
// Owner.AddChild(bullet);
// bullet.Transform = Muzzle.GlobalTransform;
// bullet.Position = this.Position;
// bullet.SetDirection(this._facingDirection);
}
private void SetAnimation()

84
Scripts/Weapon.cs Normal file
View file

@ -0,0 +1,84 @@
using Godot;
using System;
using Cirno.Scripts;
public partial class Weapon : Node2D
{
[Export]
public PackedScene BulletScene { get; set; }
[Export]
public Marker2D Muzzle { get; set; }
[Export] public double RateOfFire = 0.4f;
[Export] public int BulletCapacity = 20;
[Export] public double ReloadTime = 1.0f;
[Export] public float BulletSpeed = 100f;
[Export] public bool AutoReload = true;
[Export] public bool InfiniteAmmo = true;
public int Ammo { get; set; } = 0;
public int LoadedAmmo { get; private set; }
public Vector2 ShootDirection { get; set; } = Vector2.Zero;
private Timer _cooldownTimer;
private Marker2D _muzzle;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_muzzle = GetNode<Marker2D>("./Muzzle");
_cooldownTimer = GetNode<Timer>("./ShootTimer");
}
public void Reload()
{
_cooldownTimer.Start(ReloadTime);
if (InfiniteAmmo)
{
LoadedAmmo = BulletCapacity;
}
else
{
// TODO: Calculate subtraction, etc
LoadedAmmo = BulletCapacity;
}
}
public void Shoot()
{
// Waiting on reload or Rate of Fire cooldown?
if (!_cooldownTimer.IsStopped())
{
return;
}
// Out of ammo?
if (LoadedAmmo <= 0)
{
if (AutoReload)
{
Reload();
}
return;
}
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
var bullet = this.CreateChild<Bullet>(BulletScene);
bullet.SetDirection(ShootDirection);
bullet.Speed = BulletSpeed;
LoadedAmmo -= 1;
_cooldownTimer.Start(RateOfFire);
}
}