rand bullets
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55c2aeac80
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4ff19610d3
12 changed files with 126 additions and 56 deletions
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@ -52,20 +52,22 @@ var _hitbox: CollisionShape2D = CollisionShape2D.new()
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## Returns a new [Bullet], which may be sourced from the cached bullets.
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@warning_ignore("shadowed_variable")
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static func create(
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texture: Texture2D = null,
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hitbox_size: Vector2i = Vector2i.ZERO,
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preset: BulletPreset,
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direction: Vector2 = Vector2.RIGHT,
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face_direction: bool = false,
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) -> Bullet:
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#var bullet: Bullet = _cached_bullets.pop_back()
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#if not bullet:
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#bullet = Bullet.new()
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var bullet := Bullet.new()
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bullet.texture = texture
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bullet.hitbox_size = hitbox_size
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if not preset.textures.is_empty():
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bullet.texture = preset.textures.pick_random()
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if not preset.colors.is_empty():
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bullet.modulate = preset.colors.pick_random()
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bullet.hitbox_size = preset.hitbox_size
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bullet.face_direction = preset.face_direction
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bullet.direction = direction
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bullet.face_direction = face_direction
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bullet.time_elapsed = 0.0
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bullet.grazed = false
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@ -5,6 +5,7 @@ extends Resource
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@export_group("Bullets")
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@export var behavior: BulletBehavior = null
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@export var textures: Array[Texture2D] = []
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@export var colors: Array[Color] = [Color.WHITE]
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@export var hitbox_size: Vector2i = Vector2i.ZERO
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@export var face_direction: bool = false
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@ -10,9 +10,7 @@ var spawn_rotation: float = 0.0
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func _ready() -> void:
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for _n in preset.rounds:
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preset.pattern.spawn_bullets(self, preset)
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await get_tree().create_timer(preset.round_delay, false, true).timeout
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_spawn_rounds()
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func _physics_process(delta: float) -> void:
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@ -36,3 +34,9 @@ func add_bullets(new_bullets: Array[Bullet]) -> void:
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for bullet in new_bullets:
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preset.behavior.init_bullet(bullet)
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add_child(bullet)
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func _spawn_rounds() -> void:
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for _n in preset.rounds:
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preset.pattern.spawn_bullets(self, preset)
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await get_tree().create_timer(preset.round_delay, false, true).timeout
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34
systems/bullets/set_behaviors/random_spawn_set_behavior.gd
Normal file
34
systems/bullets/set_behaviors/random_spawn_set_behavior.gd
Normal file
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@ -0,0 +1,34 @@
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@tool
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class_name RandomSpawnSetBehavior
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extends BulletSetBehavior
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@export var spawn_offset_min: Vector2:
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set(value):
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if spawn_offset_min != value:
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spawn_offset_min = value
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spawn_offset_max = spawn_offset_max.max(spawn_offset_min)
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@export var spawn_offset_max: Vector2:
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set(value):
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if spawn_offset_max != value:
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spawn_offset_max = value
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spawn_offset_min = spawn_offset_min.min(spawn_offset_max)
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@export_custom(0, "radians_as_degrees") var spawn_rotation_min: float:
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set(value):
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spawn_rotation_min = value
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if spawn_rotation_max < spawn_rotation_min:
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spawn_rotation_max = maxf(spawn_rotation_min, spawn_rotation_max)
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@export_custom(0, "radians_as_degrees") var spawn_rotation_max: float:
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set(value):
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spawn_rotation_max = value
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if spawn_rotation_min > spawn_rotation_max:
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spawn_rotation_min = minf(spawn_rotation_min, spawn_rotation_max)
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func _process_set(bullet_set: BulletSet, delta: float) -> void:
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bullet_set.spawn_offset = Vector2(
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randf_range(spawn_offset_min.x, spawn_offset_max.x),
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randf_range(spawn_offset_min.y, spawn_offset_max.y)
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)
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bullet_set.spawn_rotation = randf_range(spawn_rotation_min, spawn_rotation_max)
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@ -0,0 +1 @@
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uid://b02juhj57mrnj
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@ -3,4 +3,15 @@ class_name BulletSpawnPattern
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extends Resource
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@abstract func spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void
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## The amount of times to spawning this pattern for one "round".
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## This is mostly useful if the pattern or behavior introduces some
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## form of randomness.
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@export_range(1, 1, 1, "or_greater") var iterations: int = 1
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func spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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for _n in iterations:
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_spawn_bullets(bullet_set, preset)
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@abstract func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void
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@ -7,14 +7,9 @@ extends BulletSpawnPattern
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@export_custom(0, "direction") var line_normal: Vector2 = Vector2.RIGHT
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func spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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for i in bullet_count:
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var bullet = Bullet.create(
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preset.textures.pick_random(),
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preset.hitbox_size,
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line_normal,
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preset.face_direction
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)
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var bullet = Bullet.create(preset, line_normal)
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var line = line_normal.orthogonal().rotated(bullet_set.spawn_rotation)
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var weight = float(i) / float(bullet_count - 1)
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@ -8,14 +8,9 @@ extends BulletSpawnPattern
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@export_custom(0, "radians_as_degrees") var direction_rotation: float
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func spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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for i in bullet_count:
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var angle = (float(i) / float(bullet_count)) * TAU + angle_offset + bullet_set.spawn_rotation
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var bullet = Bullet.create(
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preset.textures.pick_random(),
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preset.hitbox_size,
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Vector2.from_angle(angle + direction_rotation),
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preset.face_direction
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)
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var bullet = Bullet.create(preset, Vector2.from_angle(angle + direction_rotation))
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bullet.position = bullet_set.spawn_offset + Vector2.from_angle(angle) * distance_offset
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bullet_set.add_bullet(bullet)
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26
systems/bullets/spawn_patterns/spawn_pattern_randomizer.gd
Normal file
26
systems/bullets/spawn_patterns/spawn_pattern_randomizer.gd
Normal file
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@ -0,0 +1,26 @@
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@tool
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class_name SpawnPatternRandomizer
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extends BulletSpawnPattern
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## Randomizes properties of a child [BulletSpawnPattern] each [member iteration].
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##
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## WARNING: Experimental. Only float properties are currently
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## supported and this class is subject to change in the future.
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## The pattern to randomize and defer to.
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@export var pattern: BulletSpawnPattern
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## Minimum value for each randomized property.
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@export var property_min_values: Dictionary[StringName, float] = {}
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## Maximum value for each randomized property.
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@export var property_max_values: Dictionary[StringName, float] = {}
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func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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for property in property_min_values:
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if property_max_values.has(property):
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pattern.set(property, randf_range(
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property_min_values[property],
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property_max_values[property]
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))
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pattern.spawn_bullets(bullet_set, preset)
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@ -0,0 +1 @@
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uid://ckedfcjjnv7dq
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