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No commits in common. "8eb39f4a704de8ca73c6b6a6a27473ae91826bfd" and "ddf3590c96be0e4714be078f62d4ac7fe6396569" have entirely different histories.
8eb39f4a70
...
ddf3590c96
9 changed files with 30 additions and 85 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=15 format=3 uid="uid://dxsp66qpvm65b"]
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[gd_scene load_steps=17 format=3 uid="uid://dxsp66qpvm65b"]
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[ext_resource type="PackedScene" uid="uid://q2fys6o0jy6w" path="res://objects/starfield/starfield.tscn" id="1_4oowd"]
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[ext_resource type="PackedScene" uid="uid://c714s5d7d5765" path="res://objects/player/player.tscn" id="2_j8ivh"]
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@ -7,8 +7,9 @@
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[ext_resource type="Script" uid="uid://dntp60my5f65m" path="res://systems/bullets/bullet_behaviors/linear_motion_behavior.gd" id="4_t1bs8"]
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[ext_resource type="Texture2D" uid="uid://c21fe72aym3fe" path="res://graphics/bullets/normal_bullet/test_bullet.png" id="5_4oowd"]
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[ext_resource type="Script" uid="uid://vus1a0flwtnm" path="res://systems/bullets/bullet_preset.gd" id="6_sle1e"]
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[ext_resource type="Script" uid="uid://dtuc6qerbfset" path="res://systems/bullets/spawn_patterns/ring_pattern.gd" id="6_uu3sg"]
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[ext_resource type="Script" uid="uid://ckedfcjjnv7dq" path="res://systems/bullets/spawn_patterns/spawn_pattern_randomizer.gd" id="7_4oowd"]
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[ext_resource type="Texture2D" uid="uid://cgqgb84k38tbe" path="res://graphics/bullets/normal_bullet/test_bullet_overlay.png" id="7_sle1e"]
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[ext_resource type="Script" uid="uid://t5lnmlng1vey" path="res://systems/bullets/spawn_patterns/spread_pattern.gd" id="8_sle1e"]
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[sub_resource type="Resource" id="Resource_c0i5a"]
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script = ExtResource("4_4oowd")
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@ -19,6 +20,7 @@ metadata/_custom_type_script = "uid://0ognvvq2ncd7"
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[sub_resource type="Resource" id="Resource_t1bs8"]
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script = ExtResource("4_t1bs8")
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initial_speed = 120.0
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metadata/_custom_type_script = "uid://dntp60my5f65m"
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[sub_resource type="Resource" id="Resource_1xo0o"]
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@ -28,12 +30,21 @@ frames = 2
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fps = 10.0
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metadata/_custom_type_script = "uid://0ognvvq2ncd7"
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[sub_resource type="Resource" id="Resource_uu3sg"]
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script = ExtResource("8_sle1e")
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bullet_count = 3
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bullet_speed = 60.0
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spread = 1.0471975511965976
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metadata/_custom_type_script = "uid://t5lnmlng1vey"
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[sub_resource type="Resource" id="Resource_4oowd"]
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script = ExtResource("6_uu3sg")
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radius = 32.0
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metadata/_custom_type_script = "uid://dtuc6qerbfset"
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[sub_resource type="Resource" id="Resource_sle1e"]
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script = ExtResource("7_4oowd")
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pattern = SubResource("Resource_4oowd")
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property_min_values = Dictionary[StringName, float]({
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&"direction_rotation": -3.142
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})
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property_max_values = Dictionary[StringName, float]({
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&"direction_rotation": 3.142
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})
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metadata/_custom_type_script = "uid://ckedfcjjnv7dq"
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[sub_resource type="Resource" id="Resource_hxqcc"]
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script = ExtResource("6_sle1e")
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@ -42,9 +53,9 @@ hitbox_size = Vector2i(6, 6)
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base_graphics = Array[ExtResource("4_4oowd")]([SubResource("Resource_c0i5a")])
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overlay_graphics = Array[ExtResource("4_4oowd")]([SubResource("Resource_1xo0o")])
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colors = Array[Color]([Color(1, 0, 0, 1), Color(0, 0, 1, 1), Color(0, 1, 0, 1), Color(1, 1, 0, 1)])
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pattern = SubResource("Resource_uu3sg")
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pattern = SubResource("Resource_sle1e")
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rounds = 99999999
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round_delay = 0.2
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round_delay = 0.5
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metadata/_custom_type_script = "uid://vus1a0flwtnm"
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[node name="TestScene" type="Node"]
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@ -61,7 +72,6 @@ position = Vector2(122, 283)
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[node name="BulletSet" type="Node2D" parent="."]
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position = Vector2(122, 92)
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rotation = 1.5707964
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script = ExtResource("3_cf1so")
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preset = SubResource("Resource_hxqcc")
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metadata/_custom_type_script = "uid://cj2fj7snls8aa"
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@ -38,9 +38,6 @@ static var _hitbox_shapes: Dictionary[Vector2i, RectangleShape2D] = {}
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_hitbox_shapes[hitbox_size] = new_shape
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_hitbox.shape = _hitbox_shapes[hitbox_size]
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## The speed at which the bullet should travel.
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@export var speed: float
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## The direction that the bullet is travelling.
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@export_custom(0, "direction") var direction: Vector2 = Vector2.RIGHT
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@ -3,6 +3,9 @@ extends BulletBehavior
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## Makes bullets move in [member Bullet.direction], potentially accelerating.
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## Initial speed of the bullet when it is spawned.
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@export_custom(0, "suffix:px/s") var initial_speed: float = 0.0
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## Rate at which the bullet will speed up.
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@export_custom(0, "suffix:px/s²") var acceleration: float = 0.0
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@ -22,6 +25,7 @@ var _bullet_data: Dictionary[Bullet, Data] = {}
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func _init_bullet(bullet: Bullet) -> void:
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var data = Data.new()
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data.speed = initial_speed
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_bullet_data[bullet] = data
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@ -33,14 +37,15 @@ func _process_bullet(bullet: Bullet, delta: float) -> void:
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if not _bullet_data.has(bullet):
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return
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var data = _bullet_data[bullet]
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bullet.speed += acceleration * delta
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if not data.already_clamped and (bullet.speed <= min_speed or bullet.speed >= max_speed):
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data.speed += acceleration * delta
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if not data.already_clamped and (data.speed <= min_speed or data.speed >= max_speed):
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data.already_clamped = true
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if action_speed_clamped:
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action_speed_clamped.perform(bullet)
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bullet.speed = clampf(bullet.speed, min_speed, max_speed)
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bullet.position += bullet.direction * bullet.speed * delta
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data.speed = clampf(data.speed, min_speed, max_speed)
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bullet.position += bullet.direction * data.speed * delta
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class Data:
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var speed: float
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var already_clamped: bool = false
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@ -5,8 +5,6 @@ extends BulletSpawnPattern
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## Number of bullets to spawn along the line.
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@export var bullet_count: int
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## The speed that bullets will start with.
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@export var bullet_speed: float
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## Distance between the first and last bullet in the line.
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@export var line_width: float
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## The direction that spawned bullets will travel, orthogonal to the line of bullets.
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@ -16,7 +14,6 @@ extends BulletSpawnPattern
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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(preset, line_normal.rotated(bullet_set.spawn_rotation))
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bullet.speed = bullet_speed
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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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@ -5,8 +5,6 @@ extends BulletSpawnPattern
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## The number of bullets to spawn along the circle.
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@export var bullet_count: int = 3
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## The speed that bullets will start with.
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@export var bullet_speed: float
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## Radius of the circle that bullets spawn along the edge of.
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@export var radius: float
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## Rotation of the entire ring pattern.
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@ -19,6 +17,5 @@ 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(preset, Vector2.from_angle(angle + direction_rotation))
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bullet.speed = bullet_speed
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bullet.position = bullet_set.spawn_offset + Vector2.from_angle(angle) * radius
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bullet_set.add_bullet(bullet)
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@ -1,32 +0,0 @@
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@tool
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class_name SpawnPatternStacker
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extends BulletSpawnPattern
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## Spawns a pattern in a "stack". The pattern will be spawned multiple
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## times at once with a varying [code]bullet_speed[/code].
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## The subpattern to stack.
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@export var pattern: BulletSpawnPattern
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## The number of times to "stack" up the pattern.
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@export_range(1, 1, 1, "or_greater") var stack_count: int = 1
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## The minimum speed of the stacked patterns.
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@export var min_speed: float:
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set(value):
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if min_speed != value:
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min_speed = value
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max_speed = maxf(min_speed, max_speed)
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## The maximum speed of the stacked patterns.
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@export var max_speed: float:
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set(value):
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if max_speed != value:
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max_speed = value
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min_speed = minf(min_speed, max_speed)
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func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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for i in stack_count:
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pattern.set(
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&"bullet_speed",
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remap(float(i), 0.0, float(stack_count - 1), min_speed, max_speed)
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)
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pattern.spawn_bullets(bullet_set, preset)
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@ -1 +0,0 @@
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uid://drxrjgbmeglwp
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@ -1,27 +0,0 @@
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class_name SpreadPattern
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extends BulletSpawnPattern
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## Number of bullets to spawn along the spread.
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@export_range(1, 1, 1, "or_greater") var bullet_count: int
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## The speed that bullets will start with.
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@export var bullet_speed: float
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## Angular distance between first and last bullet.
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@export_range(0.0, 360.0, 0.1, "radians_as_degrees") var spread
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## Radius of the arc that bullets spawn along the edge of.
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@export var radius: float
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## Rotation of the entire pattern.
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@export_custom(0, "radians_as_degrees") var angle_offset: float
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## Rotation of each bullet's travel direction.
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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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for i in bullet_count:
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var angle = remap(float(i), 0.0, float(bullet_count - 1), -spread * 0.5, spread * 0.5)
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angle += angle_offset + bullet_set.spawn_rotation
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var bullet = Bullet.create(preset, Vector2.from_angle(angle + direction_rotation))
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bullet.speed = bullet_speed
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bullet.position = bullet_set.spawn_offset + Vector2.from_angle(angle) * radius
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bullet_set.add_bullet(bullet)
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@ -1 +0,0 @@
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uid://t5lnmlng1vey
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