bullet texture animations

This commit is contained in:
Haze Weathers 2026-01-01 22:29:40 -06:00
parent f44f38b58c
commit 3d2fde3381
11 changed files with 160 additions and 18 deletions

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@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c21fe72aym3fe"
path="res://.godot/imported/test_bullet.png-e27a782e7860ecdf3e348ccb8f02c46f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://graphics/bullets/normal_bullet/test_bullet.png"
dest_files=["res://.godot/imported/test_bullet.png-e27a782e7860ecdf3e348ccb8f02c46f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cgqgb84k38tbe"
path="res://.godot/imported/test_bullet_overlay.png-84014c5d26c5acae5e04b3916f24076c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://graphics/bullets/normal_bullet/test_bullet_overlay.png"
dest_files=["res://.godot/imported/test_bullet_overlay.png-84014c5d26c5acae5e04b3916f24076c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@ -1,19 +1,35 @@
[gd_scene load_steps=13 format=3 uid="uid://dxsp66qpvm65b"] [gd_scene load_steps=17 format=3 uid="uid://dxsp66qpvm65b"]
[ext_resource type="PackedScene" uid="uid://q2fys6o0jy6w" path="res://objects/starfield/starfield.tscn" id="1_4oowd"] [ext_resource type="PackedScene" uid="uid://q2fys6o0jy6w" path="res://objects/starfield/starfield.tscn" id="1_4oowd"]
[ext_resource type="PackedScene" uid="uid://c714s5d7d5765" path="res://objects/player/player.tscn" id="2_j8ivh"] [ext_resource type="PackedScene" uid="uid://c714s5d7d5765" path="res://objects/player/player.tscn" id="2_j8ivh"]
[ext_resource type="Script" uid="uid://cj2fj7snls8aa" path="res://systems/bullets/bullet_set.gd" id="3_cf1so"] [ext_resource type="Script" uid="uid://cj2fj7snls8aa" path="res://systems/bullets/bullet_set.gd" id="3_cf1so"]
[ext_resource type="Texture2D" uid="uid://du7gh3nk66mpo" path="res://graphics/bullets/normal_bullet/bullet_1.png" id="4_hlyn7"] [ext_resource type="Script" uid="uid://0ognvvq2ncd7" path="res://systems/visuals/animation_strip.gd" id="4_4oowd"]
[ext_resource type="Script" uid="uid://dntp60my5f65m" path="res://systems/bullets/bullet_behaviors/simple_linear_behavior.gd" id="4_t1bs8"] [ext_resource type="Script" uid="uid://dntp60my5f65m" path="res://systems/bullets/bullet_behaviors/simple_linear_behavior.gd" id="4_t1bs8"]
[ext_resource type="Texture2D" uid="uid://c21fe72aym3fe" path="res://graphics/bullets/normal_bullet/test_bullet.png" id="5_4oowd"]
[ext_resource type="Script" uid="uid://vus1a0flwtnm" path="res://systems/bullets/bullet_preset.gd" id="6_sle1e"] [ext_resource type="Script" uid="uid://vus1a0flwtnm" path="res://systems/bullets/bullet_preset.gd" id="6_sle1e"]
[ext_resource type="Script" uid="uid://dtuc6qerbfset" path="res://systems/bullets/spawn_patterns/ring_pattern.gd" id="6_uu3sg"] [ext_resource type="Script" uid="uid://dtuc6qerbfset" path="res://systems/bullets/spawn_patterns/ring_pattern.gd" id="6_uu3sg"]
[ext_resource type="Script" uid="uid://ckedfcjjnv7dq" path="res://systems/bullets/spawn_patterns/spawn_pattern_randomizer.gd" id="7_4oowd"] [ext_resource type="Script" uid="uid://ckedfcjjnv7dq" path="res://systems/bullets/spawn_patterns/spawn_pattern_randomizer.gd" id="7_4oowd"]
[ext_resource type="Texture2D" uid="uid://cgqgb84k38tbe" path="res://graphics/bullets/normal_bullet/test_bullet_overlay.png" id="7_sle1e"]
[sub_resource type="Resource" id="Resource_c0i5a"]
script = ExtResource("4_4oowd")
texture = ExtResource("5_4oowd")
frames = 2
fps = 10.0
metadata/_custom_type_script = "uid://0ognvvq2ncd7"
[sub_resource type="Resource" id="Resource_t1bs8"] [sub_resource type="Resource" id="Resource_t1bs8"]
script = ExtResource("4_t1bs8") script = ExtResource("4_t1bs8")
initial_speed = 120.0 initial_speed = 120.0
metadata/_custom_type_script = "uid://dntp60my5f65m" metadata/_custom_type_script = "uid://dntp60my5f65m"
[sub_resource type="Resource" id="Resource_1xo0o"]
script = ExtResource("4_4oowd")
texture = ExtResource("7_sle1e")
frames = 2
fps = 10.0
metadata/_custom_type_script = "uid://0ognvvq2ncd7"
[sub_resource type="Resource" id="Resource_4oowd"] [sub_resource type="Resource" id="Resource_4oowd"]
script = ExtResource("6_uu3sg") script = ExtResource("6_uu3sg")
bullet_count = 1 bullet_count = 1
@ -34,7 +50,8 @@ metadata/_custom_type_script = "uid://ckedfcjjnv7dq"
[sub_resource type="Resource" id="Resource_hxqcc"] [sub_resource type="Resource" id="Resource_hxqcc"]
script = ExtResource("6_sle1e") script = ExtResource("6_sle1e")
behavior = SubResource("Resource_t1bs8") behavior = SubResource("Resource_t1bs8")
textures = Array[Texture2D]([ExtResource("4_hlyn7")]) base_graphics = Array[ExtResource("4_4oowd")]([SubResource("Resource_c0i5a")])
overlay_graphics = Array[ExtResource("4_4oowd")]([SubResource("Resource_1xo0o")])
colors = Array[Color]([Color(1, 0, 0, 1), Color(0, 0, 1, 1), Color(0, 1, 0, 1), Color(1, 1, 0, 1)]) colors = Array[Color]([Color(1, 0, 0, 1), Color(0, 0, 1, 1), Color(0, 1, 0, 1), Color(1, 1, 0, 1)])
hitbox_size = Vector2i(6, 6) hitbox_size = Vector2i(6, 6)
pattern = SubResource("Resource_sle1e") pattern = SubResource("Resource_sle1e")

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@ -13,12 +13,19 @@ signal recycled()
## Texture to draw for the bullet. ## Texture to draw for the bullet.
@export var texture: Texture2D = null: @export var base_graphic: AnimationStrip = null:
set(value): set(value):
texture = value base_graphic = value
queue_redraw() queue_redraw()
_update_visibility_notifier() _update_visibility_notifier()
@export var color: Color
@export var overlay_graphic: AnimationStrip = null:
set(value):
overlay_graphic = value
queue_redraw()
## Size of the bullet's collision box. ## Size of the bullet's collision box.
@export var hitbox_size: Vector2i = Vector2i.ZERO: @export var hitbox_size: Vector2i = Vector2i.ZERO:
set(value): set(value):
@ -60,10 +67,12 @@ static func create(
#bullet = Bullet.new() #bullet = Bullet.new()
var bullet := Bullet.new() var bullet := Bullet.new()
if not preset.textures.is_empty(): if not preset.base_graphics.is_empty():
bullet.texture = preset.textures.pick_random() var index = randi() % preset.base_graphics.size()
bullet.base_graphic = preset.base_graphics[index]
bullet.overlay_graphic = preset.overlay_graphics[index]
if not preset.colors.is_empty(): if not preset.colors.is_empty():
bullet.modulate = preset.colors.pick_random() bullet.color = preset.colors.pick_random()
bullet.hitbox_size = preset.hitbox_size bullet.hitbox_size = preset.hitbox_size
bullet.face_direction = preset.face_direction bullet.face_direction = preset.face_direction
@ -103,15 +112,18 @@ func _enter_tree() -> void:
_update_visibility_notifier() _update_visibility_notifier()
func _physics_process(delta: float) -> void: func _physics_process(_delta: float) -> void:
if not Engine.is_editor_hint(): if not Engine.is_editor_hint():
queue_redraw()
if face_direction: if face_direction:
rotation = direction.angle() rotation = direction.angle()
func _draw() -> void: func _draw() -> void:
if texture: if base_graphic:
draw_texture(texture, -texture.get_size() * 0.5) base_graphic.draw(self, time_elapsed, color)
if overlay_graphic:
overlay_graphic.draw(self, time_elapsed, Color.WHITE)
func _get_configuration_warnings() -> PackedStringArray: func _get_configuration_warnings() -> PackedStringArray:
@ -121,14 +133,14 @@ func _get_configuration_warnings() -> PackedStringArray:
# sets the canvas item up to notify when it leaves the screen # sets the canvas item up to notify when it leaves the screen
# this essentially mimics `VisibleOnScreenNotifier` without an additional node # this essentially mimics `VisibleOnScreenNotifier` without an additional node
func _update_visibility_notifier() -> void: func _update_visibility_notifier() -> void:
if not texture or not is_inside_tree() or Engine.is_editor_hint(): if not base_graphic or not base_graphic.texture or not is_inside_tree() or Engine.is_editor_hint():
return return
# the visibility rect is set to twice the size of the texture to add a little margin # the visibility rect is set to twice the size of the texture to add a little margin
# (func(): pass) is the cleanest way i could think of to have a callback that does nothing # (func(): pass) is the cleanest way i could think of to have a callback that does nothing
RenderingServer.canvas_item_set_visibility_notifier( RenderingServer.canvas_item_set_visibility_notifier(
get_canvas_item(), true, get_canvas_item(), true,
Rect2(-texture.get_size(), texture.get_size() * 2.0), Rect2(-base_graphic.texture.get_size(), base_graphic.texture.get_size() * 2.0),
(func(): pass), _on_screen_exited (func(): pass), _on_screen_exited
) )

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@ -33,10 +33,10 @@ func deinit_bullet(bullet: Bullet) -> void:
## Processes one tick of a [Bullet]'s movement. ## Processes one tick of a [Bullet]'s movement.
func process_bullet(bullet: Bullet, delta: float) -> void: func process_bullet(bullet: Bullet, delta: float) -> void:
var last_time = bullet.time_elapsed #var last_time = bullet.time_elapsed
bullet.time_elapsed += delta #bullet.time_elapsed += delta
if last_time < action_delay and bullet.time_elapsed >= action_delay and action_on_delay: #if last_time < action_delay and bullet.time_elapsed >= action_delay and action_on_delay:
action_on_delay.perform(bullet) #action_on_delay.perform(bullet)
if action_on_interval: if action_on_interval:
_bullet_interval_cooldowns[bullet] -= delta _bullet_interval_cooldowns[bullet] -= delta
if _bullet_interval_cooldowns[bullet] <= 0.0: if _bullet_interval_cooldowns[bullet] <= 0.0:

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@ -1,10 +1,22 @@
@tool
class_name BulletPreset class_name BulletPreset
extends Resource extends Resource
@export_group("Bullets") @export_group("Bullets")
@export var behavior: BulletBehavior = null @export var behavior: BulletBehavior = null
@export var textures: Array[Texture2D] = [] @export var base_graphics: Array[AnimationStrip] = []:
set(value):
base_graphics = value
if base_graphics.size() != overlay_graphics.size():
overlay_graphics.resize(base_graphics.size())
notify_property_list_changed()
@export var overlay_graphics: Array[AnimationStrip] = []:
set(value):
overlay_graphics = value
if base_graphics.size() != overlay_graphics.size():
overlay_graphics.resize(base_graphics.size())
notify_property_list_changed()
@export var colors: Array[Color] = [Color.WHITE] @export var colors: Array[Color] = [Color.WHITE]
@export var hitbox_size: Vector2i = Vector2i.ZERO @export var hitbox_size: Vector2i = Vector2i.ZERO
@export var face_direction: bool = false @export var face_direction: bool = false

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@ -22,6 +22,7 @@ func _physics_process(delta: float) -> void:
for bullet in get_children(): for bullet in get_children():
if bullet is Bullet: if bullet is Bullet:
bullet.time_elapsed += delta
preset.behavior.process_bullet(bullet, delta) preset.behavior.process_bullet(bullet, delta)

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@ -0,0 +1,19 @@
class_name AnimationStrip
extends Resource
@export var texture: Texture
@export var frames: int = 1
@export var fps: float = 1.0
func draw(canvas_item: CanvasItem, time: float, modulate: Color = Color.WHITE) -> void:
var frame_size = Vector2((texture.get_width() / frames), float(texture.get_height()))
var current_frame = fmod(floorf(time * fps), frames)
print(time * fps)
canvas_item.draw_texture_rect_region(
texture,
Rect2(-frame_size * 0.5, frame_size),
Rect2(Vector2(current_frame * frame_size.x, 0.0), frame_size),
modulate
)

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@ -0,0 +1 @@
uid://0ognvvq2ncd7