I should commit more often

This commit is contained in:
AllfatherHatt 2024-11-12 15:05:38 +01:00
parent a791d80626
commit f35256866d
27 changed files with 551 additions and 163 deletions

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@ -1,3 +1,3 @@
# StarCheese - The Final Fromage
StarCheese is a small game project made in the Godot engine, specifically Godot 4.2.2 Stable (which might change)
StarCheese is a small game project made in the Godot engine, specifically Godot 4.2.2 Stable (which might change)

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@ -1,74 +0,0 @@
extends Node2D
@export var laser_range: float = 800.0
@export var laser_damage: float = 0.2
@export var hardpoint_id: String = "HardPoint1" # Identifier for the hardpoint to attach this laser
var hardpoint = null # Reference to the attached hardpoint
var is_firing = false # Track the laser's firing state
var current_damage_output: float = 0.0 # Track the current damage output
var event_bus: EventBus
func _ready():
# Register the laser to the "weapons" group
add_to_group("weapons")
# Connect to the correct hardpoint when ready
call_deferred("_connect_to_hardpoint")
event_bus = get_node("/root/Main/MainEventBus")
# Initialize LaserLine2D with two points (origin and target)
$LaserLine2D.clear_points()
$LaserLine2D.add_point(Vector2.ZERO) # Origin point
$LaserLine2D.add_point(Vector2.ZERO) # Target point (initially the same as origin)
$DamageOutputLabel.text = str(current_damage_output)
# Connect the laser to the appropriate hardpoint
func _connect_to_hardpoint():
var hardpoints = get_tree().get_nodes_in_group("hardpoints")
for h in hardpoints:
if h.hardpoint_id == hardpoint_id:
hardpoint = h
h.attach_weapon(self)
break
func fire():
is_firing = true
current_damage_output = laser_damage
$DamageOutputLabel.text = str(current_damage_output)
_process_laser(true)
func cease_fire():
is_firing = false
current_damage_output = 0.0
$DamageOutputLabel.text = str(current_damage_output)
_process_laser(false)
func _process(delta: float) -> void:
if is_firing:
_process_laser(true)
func _process_laser(active: bool):
var raycast = $LaserBeam2D
raycast.enabled = active
if active:
raycast.force_raycast_update()
if raycast.is_colliding():
var collision_point = raycast.get_collision_point()
$LaserLine2D.set_point_position(0, Vector2.ZERO)
$LaserLine2D.set_point_position(1, to_local(collision_point))
var collider = raycast.get_collider()
if collider:
var damage_event = DamageEvent.new(laser_damage, collider)
event_bus.publish(get_node("/root/Main/DamageEventScope"), damage_event)
else:
$LaserLine2D.set_point_position(1, Vector2(0, -laser_range))
else:
$LaserLine2D.clear_points()
$LaserLine2D.add_point(Vector2.ZERO)
$LaserLine2D.add_point(Vector2.ZERO)

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@ -31,7 +31,7 @@ func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
func _process(_delta: float) -> void:
var actions = [
"ui_fire",
"ui_up",

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@ -1,22 +1,10 @@
[gd_scene load_steps=11 format=3 uid="uid://8ocp10j32f62"]
[gd_scene load_steps=5 format=3 uid="uid://8ocp10j32f62"]
[ext_resource type="Script" path="res://main.gd" id="1_eedai"]
[ext_resource type="Texture2D" uid="uid://y6phkg4twpdm" path="res://images/bg_space_seamless.png" id="1_rpyi5"]
[ext_resource type="Texture2D" uid="uid://cran7fr1i2qou" path="res://images/spaceship-placeholder.png" id="2_f2x66"]
[ext_resource type="Script" path="res://spaceship.gd" id="3_ttkgl"]
[ext_resource type="Script" path="res://laser.gd" id="4_uhf7q"]
[ext_resource type="Texture2D" uid="uid://bxgw2u7j4b634" path="res://images/laser_turret.png" id="6_qxhyw"]
[ext_resource type="Script" path="res://hardpoint.gd" id="7_6cr6a"]
[ext_resource type="PackedScene" uid="uid://dej58eek7fudd" path="res://spaceship.tscn" id="3_h8rrl"]
[ext_resource type="Script" path="res://spawn_asteroid_button.gd" id="9_21dg0"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3vtwu"]
radius = 48.0
height = 102.0
[sub_resource type="Gradient" id="Gradient_sx4rn"]
offsets = PackedFloat32Array(0.961735, 1)
colors = PackedColorArray(1, 1, 0, 1, 1, 1, 1, 0.137255)
[node name="Main" type="Node2D"]
script = ExtResource("1_eedai")
@ -24,52 +12,9 @@ script = ExtResource("1_eedai")
position = Vector2(955, 537)
scale = Vector2(2, 2)
texture = ExtResource("1_rpyi5")
metadata/_edit_lock_ = true
[node name="spaceship" type="CharacterBody2D" parent="."]
position = Vector2(956, 623)
collision_layer = 2
motion_mode = 1
script = ExtResource("3_ttkgl")
[node name="Sprite2D" type="Sprite2D" parent="spaceship"]
z_index = 1
texture = ExtResource("2_f2x66")
[node name="CollisionShape2D" type="CollisionShape2D" parent="spaceship"]
position = Vector2(0, 6)
rotation = -3.14159
shape = SubResource("CapsuleShape2D_3vtwu")
[node name="Laser1" type="Node2D" parent="spaceship"]
light_mask = 2
position = Vector2(95, -159)
script = ExtResource("4_uhf7q")
[node name="LaserSprite2D" type="Sprite2D" parent="spaceship/Laser1"]
position = Vector2(0, -5)
texture = ExtResource("6_qxhyw")
[node name="LaserBeam2D" type="RayCast2D" parent="spaceship/Laser1"]
position = Vector2(0, -17)
target_position = Vector2(0, -800)
collide_with_areas = true
[node name="LaserLine2D" type="Line2D" parent="spaceship/Laser1"]
points = PackedVector2Array(0, 0, 0, 0)
default_color = Color(1, 1, 0, 0.54902)
gradient = SubResource("Gradient_sx4rn")
texture_mode = 2
joint_mode = 2
[node name="DamageOutputLabel" type="Label" parent="spaceship/Laser1"]
offset_left = 18.0
offset_top = -71.0
offset_right = 104.0
offset_bottom = -20.0
[node name="HardPoint1" type="Node2D" parent="spaceship"]
position = Vector2(0, -46)
script = ExtResource("7_6cr6a")
[node name="spaceship" parent="." instance=ExtResource("3_h8rrl")]
[node name="SpawnAsteroidButton" type="Button" parent="."]
offset_left = 72.0

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@ -27,6 +27,11 @@ ui_fire={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
fire_weapon={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(133, 15),"global_position":Vector2(142, 61),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
[layer_names]

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@ -4,9 +4,7 @@ extends CharacterBody2D
@export var max_speed: float = 1500.0
@export var rotation_speed: float = 3.0
@export var friction: float = 0.99
signal fire # Signal to start firing
signal stop_fire # Signal to stop firing
@onready var laser := $WeaponsSystem/mining_beam_turret/mining_beam
var weapons_system: WeaponsSystem
var event_bus: EventBus
@ -14,7 +12,7 @@ func _ready():
weapons_system = get_node("/root/Main/WeaponsSystem")
event_bus = get_node("/root/Main/MainEventBus")
event_bus.subscribe_to(get_node("/root/Main/InputEventScope"), "KeyboardInputEvent", Callable(self, "handle_keyboard_input"))
func get_spaceship_orientation_vector() -> Vector2:
return -global_transform.y
@ -22,11 +20,11 @@ func handle_movement(delta: float) -> void:
var thrust = Vector2.ZERO
if Input.is_action_pressed("ui_up"):
thrust = Vector2(0, -1).rotated(rotation) * acceleration * delta
thrust = Vector2(1, 0).rotated(rotation) * acceleration * delta
velocity += thrust
if Input.is_action_pressed("ui_down"):
thrust = Vector2(0, 1).rotated(rotation) * acceleration * delta
thrust = Vector2(-1, 0).rotated(rotation) * acceleration * delta
velocity += thrust
if Input.is_action_pressed("ui_left"):
@ -35,7 +33,6 @@ func handle_movement(delta: float) -> void:
if Input.is_action_pressed("ui_right"):
rotation += rotation_speed * delta
# Clamp velocity and apply friction
velocity = velocity.clamp(Vector2(-max_speed, -max_speed), Vector2(max_speed, max_speed))
velocity *= friction
@ -47,14 +44,17 @@ func handle_movement(delta: float) -> void:
var collision_normal = collision.get_normal()
velocity = velocity.slide(collision_normal)
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action("fire_weapon"):
return
laser.is_casting = event.is_action_pressed("fire_weapon")
func handle_keyboard_input(event: KeyboardInputEvent):
if( event.action == "ui_fire" ):
if( event.pressed ):
if event.action == "ui_fire":
if event.pressed:
weapons_system.fire_all()
else:
weapons_system.cease_fire_all()
pass
func _process(delta: float) -> void:
handle_movement(delta)

30
spaceship.tscn Normal file
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@ -0,0 +1,30 @@
[gd_scene load_steps=6 format=3 uid="uid://dej58eek7fudd"]
[ext_resource type="Script" path="res://spaceship.gd" id="1_bwnho"]
[ext_resource type="PackedScene" uid="uid://kke1bgv1bvht" path="res://src/vessels/weapons/beams/mining/mining_beam_turret.tscn" id="2_4ub4i"]
[ext_resource type="Texture2D" uid="uid://cran7fr1i2qou" path="res://images/spaceship-placeholder.png" id="3_xxo2y"]
[ext_resource type="Script" path="res://src/vessels/systems/weapons_system.gd" id="4_w4ss2"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3vtwu"]
radius = 48.0
height = 102.0
[node name="spaceship" type="CharacterBody2D"]
position = Vector2(956, 623)
collision_layer = 2
motion_mode = 1
script = ExtResource("1_bwnho")
[node name="WeaponsSystem" type="Node" parent="."]
script = ExtResource("4_w4ss2")
[node name="mining_beam_turret" parent="WeaponsSystem" instance=ExtResource("2_4ub4i")]
position = Vector2(1009, 623)
[node name="Sprite2D" type="Sprite2D" parent="."]
z_index = 1
rotation = 1.5708
texture = ExtResource("3_xxo2y")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CapsuleShape2D_3vtwu")

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@ -9,7 +9,7 @@ var mounted_weapon: Node2D = null
func attach_weapon(weapon: Node2D) -> void:
mounted_weapon = weapon
weapon.global_position = global_position # Set weapon position to the hardpoint position
weapon.rotation = rotation # Align the weapon's rotation to the hardpoint's rotation
#weapon.rotation = rotation # Align the weapon's rotation to the hardpoint's rotation
func _draw():
draw_circle(Vector2.ZERO, 10, Color(1, 0, 0)) # Draw a red circle at the hardpoint

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@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://detjgwvlxhxhk"]
[ext_resource type="Script" path="res://src/vessels/components/hardpoints/hardpoint.gd" id="1_sd20m"]
[ext_resource type="Texture2D" uid="uid://ciy0e5x055p51" path="res://images/32blacksquare.png" id="2_d8vdx"]
[node name="Hardpoint" type="Node2D"]
script = ExtResource("1_sd20m")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_d8vdx")

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@ -0,0 +1,64 @@
extends CharacterBody2D
@export var acceleration: float = 400.0
@export var max_speed: float = 1500.0
@export var rotation_speed: float = 3.0
@export var friction: float = 0.99
var weapons_system: WeaponsSystem
var event_bus: EventBus
func _ready():
weapons_system = get_node("/root/Main/WeaponsSystem")
event_bus = get_node("/root/Main/MainEventBus")
event_bus.subscribe_to(get_node("/root/Main/InputEventScope"), "KeyboardInputEvent", Callable(self, "handle_keyboard_input"))
func get_spaceship_orientation_vector() -> Vector2:
return -global_transform.y
func handle_movement(delta: float) -> void:
var thrust = Vector2.ZERO
if Input.is_action_pressed("ui_up"):
thrust = Vector2(1, 0).rotated(rotation) * acceleration * delta
velocity += thrust
if Input.is_action_pressed("ui_down"):
thrust = Vector2(-1, 0).rotated(rotation) * acceleration * delta
velocity += thrust
if Input.is_action_pressed("ui_left"):
rotation -= rotation_speed * delta
if Input.is_action_pressed("ui_right"):
rotation += rotation_speed * delta
# Clamp velocity and apply friction
velocity = velocity.clamp(Vector2(-max_speed, -max_speed), Vector2(max_speed, max_speed))
velocity *= friction
var collision = move_and_collide(velocity * delta)
if collision:
print("Collided with: ", collision.get_collider().name)
var collision_normal = collision.get_normal()
velocity = velocity.slide(collision_normal)
#func _unhandled_input(event: InputEvent) -> void:
# if not event.is_action("fire_weapon"):
# return
#laser.is_casting = event.is_action_pressed("fire_weapon")
# pass
func handle_keyboard_input(event: KeyboardInputEvent):
if( event.action == "ui_fire" ):
if( event.pressed ):
weapons_system.fire_all()
else:
weapons_system.cease_fire_all()
pass
func _process(delta: float) -> void:
handle_movement(delta)

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@ -0,0 +1,20 @@
[gd_scene load_steps=3 format=3 uid="uid://b1goask3ynem3"]
[ext_resource type="Texture2D" uid="uid://cran7fr1i2qou" path="res://images/spaceship-placeholder.png" id="1_2uldm"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3vtwu"]
radius = 48.0
height = 102.0
[node name="spaceship" type="CharacterBody2D"]
position = Vector2(956, 623)
collision_layer = 2
motion_mode = 1
[node name="Sprite2D" type="Sprite2D" parent="."]
z_index = 1
rotation = 1.5708
texture = ExtResource("1_2uldm")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CapsuleShape2D_3vtwu")

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@ -0,0 +1,8 @@
class_name WeaponsSystem
extends Node
func fire_all():
get_tree().call_group("turrets", "fire")
func cease_fire_all():
get_tree().call_group("turrets", "cease_fire")

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@ -0,0 +1,87 @@
# Casts a laser along a raycast, emitting particles on the impact point.
# Use `is_casting` to make the laser fire and stop.
# You can attach it to a weapon or a ship; the laser will rotate with its parent.
extends RayCast2D
# Speed at which the laser extends when first fired, in pixels per seconds.
@export var cast_speed := 70000.0
# Maximum length of the laser in pixels.
@export var max_length := 1400.0
# Base duration of the tween animation in seconds.
@export var growth_time := 0.1
# If `true`, the laser is firing.
# It plays appearing and disappearing animations when it's not animating.
# See `appear()` and `disappear()` for more information.
var is_casting := false: set = set_is_casting
@onready var fill : Line2D = $FillLine2D
var tween : Tween
@onready var casting_particles := $CastingParticles2D
@onready var collision_particles := $CollisionParticles2D
@onready var beam_particles := $BeamParticles2D
@onready var line_width: float = fill.width
func _ready() -> void:
set_physics_process(false)
fill.points[1] = Vector2.ZERO
func _physics_process(delta: float) -> void:
target_position = (target_position + Vector2.RIGHT * cast_speed * delta).limit_length(max_length)
cast_beam()
func set_is_casting(cast: bool) -> void:
is_casting = cast
if is_casting:
target_position = Vector2.ZERO
fill.points[1] = target_position
appear()
else:
# Reset the laser endpoint
fill.points[1] = Vector2.ZERO
collision_particles.emitting = false
disappear()
set_physics_process(is_casting)
beam_particles.emitting = is_casting
casting_particles.emitting = is_casting
# Controls the emission of particles and extends the Line2D to `cast_to` or the ray's
# collision point, whichever is closest.
func cast_beam() -> void:
var cast_point := target_position
force_raycast_update()
collision_particles.emitting = is_colliding()
if is_colliding():
cast_point = to_local(get_collision_point())
collision_particles.global_rotation = get_collision_normal().angle()
collision_particles.position = cast_point
fill.points[1] = cast_point
beam_particles.position = cast_point * 0.5
beam_particles.process_material.emission_box_extents.x = cast_point.length() * 0.5
func appear() -> void:
if tween and tween.is_running():
tween.kill()
tween = create_tween()
tween.tween_property(fill, "width", line_width, growth_time * 2).from(0)
func disappear() -> void:
if tween and tween.is_running():
tween.kill()
tween = create_tween()
tween.tween_property(fill, "width", 0, growth_time).from_current()

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@ -0,0 +1,104 @@
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colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
[sub_resource type="GradientTexture2D" id="2"]
gradient = SubResource("1")
[sub_resource type="Curve" id="3"]
_data = [Vector2(0.518072, 1), 0.0, -3.53434, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="4"]
width = 2048
curve = SubResource("3")
[sub_resource type="ParticleProcessMaterial" id="5"]
initial_velocity_min = 100.0
initial_velocity_max = 100.0
gravity = Vector3(0, 0, 0)
scale_min = 0.5
scale_max = 0.5
scale_curve = SubResource("4")
color_ramp = SubResource("2")
[sub_resource type="Curve" id="6"]
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point_count = 3
[sub_resource type="CurveTexture" id="7"]
curve = SubResource("6")
[sub_resource type="ParticleProcessMaterial" id="8"]
particle_flag_align_y = true
particle_flag_disable_z = true
emission_shape = 3
emission_box_extents = Vector3(60, 20, 1)
direction = Vector3(-1, 0, 0)
spread = 0.0
gravity = Vector3(0, 0, 0)
tangential_accel_min = 100.0
tangential_accel_max = 100.0
scale_min = 0.3
scale_max = 0.3
scale_curve = SubResource("7")
[sub_resource type="ParticleProcessMaterial" id="9"]
particle_flag_disable_z = true
spread = 50.0
initial_velocity_min = 300.0
initial_velocity_max = 300.0
gravity = Vector3(0, 0, 0)
scale_min = 0.5
scale_max = 0.5
scale_curve = SubResource("4")
color_ramp = SubResource("2")
[node name="BaseBeam2D" type="RayCast2D"]
target_position = Vector2(0, 0)
script = ExtResource("1_fdyd4")
[node name="FillLine2D" type="Line2D" parent="."]
modulate = Color(1.5, 1.5, 1.5, 1)
points = PackedVector2Array(0, 0, 100, 0)
default_color = Color(0.301961, 0.65098, 1, 1)
texture_mode = 2
joint_mode = 2
begin_cap_mode = 2
end_cap_mode = 2
sharp_limit = 8.0
antialiased = true
[node name="CastingParticles2D" type="GPUParticles2D" parent="."]
modulate = Color(1.5, 1.5, 1.5, 1)
show_behind_parent = true
emitting = false
process_material = SubResource("5")
texture = ExtResource("2_h1jdn")
lifetime = 0.3
visibility_rect = Rect2(0, -18.722, 29.6756, 38.4841)
[node name="BeamParticles2D" type="GPUParticles2D" parent="."]
modulate = Color(1.5, 1.5, 1.5, 1)
emitting = false
amount = 50
process_material = SubResource("8")
texture = ExtResource("2_h1jdn")
preprocess = 1.0
randomness = 1.0
visibility_rect = Rect2(-2500, -2500, 5000, 5000)
[node name="CollisionParticles2D" type="GPUParticles2D" parent="."]
modulate = Color(1.5, 1.5, 1.5, 1)
show_behind_parent = true
emitting = false
amount = 16
process_material = SubResource("9")
texture = ExtResource("2_h1jdn")
lifetime = 0.3
visibility_rect = Rect2(-2500, -2500, 5000, 5000)

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extends "res://src/vessels/weapons/beams/base_beam.gd"
var event_bus: EventBus
@export var laser_damage: float = 0.8
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
super._ready()
add_to_group("weapons")
event_bus = get_node("/root/Main/MainEventBus")
func cast_beam() -> void:
super.cast_beam()
if is_colliding():
var collider = get_collider()
if collider:
var damage_event = DamageEvent.new(laser_damage, collider)
event_bus.publish(get_node("/root/Main/DamageEventScope"), damage_event)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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[gd_scene load_steps=5 format=3 uid="uid://kke1bgv1bvht"]
[ext_resource type="Script" path="res://src/vessels/weapons/beams/mining/mining_turret.gd" id="1_l6ng7"]
[ext_resource type="PackedScene" uid="uid://tldpf6ukiu3f" path="res://src/vessels/weapons/beams/base_beam.tscn" id="2_litw1"]
[ext_resource type="Script" path="res://src/vessels/weapons/beams/mining/mining_beam.gd" id="3_orfy2"]
[ext_resource type="Texture2D" uid="uid://bxgw2u7j4b634" path="res://images/laser_turret.png" id="4_ut0ve"]
[node name="mining_beam_turret" type="Node2D"]
script = ExtResource("1_l6ng7")
[node name="mining_beam" parent="." instance=ExtResource("2_litw1")]
position = Vector2(14, 0)
script = ExtResource("3_orfy2")
laser_damage = 0.8
[node name="turret" type="Sprite2D" parent="."]
position = Vector2(-3, -0.0834265)
rotation = 1.5708
scale = Vector2(1.50815, 1.37222)
texture = ExtResource("4_ut0ve")

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extends Node2D
@onready var mining_beam := $mining_beam
var event_bus: EventBus
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
event_bus = get_node("/root/Main/MainEventBus")
add_to_group("turrets") # Add this turret to the "turrets" group
func fire():
mining_beam.is_casting = true
func cease_fire():
mining_beam.is_casting = false

13
test_object.gd Normal file
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extends Node2D
@onready var laser := $LaserBeam2D
func _process(_delta: float) -> void:
look_at(get_global_mouse_position())
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action("fire_weapon"):
return
laser.is_casting = event.is_action_pressed("fire_weapon")

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@ -1,16 +0,0 @@
class_name WeaponsSystem
extends Node
var weapons = []
func _ready():
pass
func fire_all():
get_tree().call_group("weapons", "fire")
func cease_fire_all():
get_tree().call_group("weapons", "cease_fire")