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add turret fire

This commit is contained in:
Michaël Lemaire 2022-10-07 00:34:33 +02:00
parent 458e36b5b4
commit d4ffe758ea
13 changed files with 127 additions and 29 deletions

View file

@ -2,8 +2,6 @@
class_name Unit
extends Composer
@export var can_move = false
@export var sprite: Texture2D:
set(val):
sprite = val
@ -15,6 +13,8 @@ extends Composer
player = val
else:
player = null
@export var hitpoints := 1
var target_reached = true
var target_position: Vector2
@ -36,20 +36,18 @@ func _physics_process(delta):
make_decision() # TODO not every tick
func set_target(pos: Vector2):
func move_to(pos: Vector2):
if pos != target_position:
target_position = pos
target_reached = false
func damage(lost_hitpoints: float):
hitpoints = max(0.0, hitpoints - lost_hitpoints)
if hitpoints <= 0:
die()
func die():
queue_free()
func make_decision():
if can_move:
var enemy: Unit = null
var closest := INF
for unit in get_tree().get_nodes_in_group("unit"):
if unit is Unit and unit.player != player:
var distance := global_position.distance_to(unit.global_position)
if distance < closest:
closest = distance
enemy = unit
if enemy:
set_target(enemy.global_position)
pass

View file

@ -7,5 +7,25 @@ class_name Weapon
sprite = val
_check_compose()
@export var radius := 500.0
@export var damage := 1.0
@export var reload_time := 1.0
var __target: Unit
var __reload := 0.0
func _compose():
$sprite.texture = sprite
func _process(delta: float):
__reload -= delta
if __target != null and __reload < 0.0:
if __target.global_position.distance_to(global_position) <= radius:
fire(__target)
func set_target(target: Unit):
__target = target
func fire(target: Unit):
target.damage(damage)
__reload = reload_time * randf_range(0.9, 1.1)

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@ -1 +0,0 @@
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@ -44,10 +44,12 @@ _global_script_class_icons={
[application]
config/name="spacetac"
config/name="SpaceTac"
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.0", "Mobile")
config/icon="res://icon.svg"
boot_splash/image="res://tac/assets/loading.png"
boot_splash/bg_color=Color(0, 0, 0, 1)
config/icon="res://tac/assets/icon.png"
[display]

BIN
tac/assets/icon.png Normal file

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@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://ctpq188m66cai"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
uid="uid://b8ktikhhc8j2r"
path="res://.godot/imported/icon.png-2f8ce5e3896e2e24755b62b59bc10865.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
source_file="res://tac/assets/icon.png"
dest_files=["res://.godot/imported/icon.png-2f8ce5e3896e2e24755b62b59bc10865.ctex"]
[params]
@ -32,6 +32,3 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

BIN
tac/assets/loading.png Normal file

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cermrmwrb5du2"
path="res://.godot/imported/loading.png-6ad9c27897c7c3a6e4569471fa48847d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tac/assets/loading.png"
dest_files=["res://.godot/imported/loading.png-6ad9c27897c7c3a6e4569471fa48847d.ctex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
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

View file

@ -10,6 +10,7 @@
script = ExtResource("2_r2sw4")
produced_unit = ExtResource("3_u6npr")
sprite = ExtResource("2_43eyp")
hitpoints = 150
[node name="spawner" parent="." index="0" instance=ExtResource("2_ulexw")]
unit_type = ExtResource("3_u6npr")

15
tac/units/fighter.gd Normal file
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@ -0,0 +1,15 @@
extends Unit
func make_decision():
# go to nearest enemy
var enemy: Unit = null
var closest := INF
for unit in get_tree().get_nodes_in_group("unit"):
if unit is Unit and unit.player != player:
var distance := global_position.distance_to(unit.global_position)
if distance < closest:
closest = distance
enemy = unit
if enemy:
move_to(enemy.global_position)
$turret.set_target(enemy)

View file

@ -1,12 +1,13 @@
[gd_scene load_steps=4 format=3 uid="uid://b05ykot10q8no"]
[gd_scene load_steps=5 format=3 uid="uid://b05ykot10q8no"]
[ext_resource type="PackedScene" uid="uid://bft45rcp7v3a6" path="res://core/unit.tscn" id="1_2ka4q"]
[ext_resource type="Script" path="res://tac/units/fighter.gd" id="2_evq3k"]
[ext_resource type="Texture2D" uid="uid://2nhprnyswhyh" path="res://tac/assets/ship_small_1.png" id="2_oablw"]
[ext_resource type="PackedScene" uid="uid://byg2bmiy2gia0" path="res://tac/weapons/turret.tscn" id="3_rt3r8"]
[node name="fighter" instance=ExtResource("1_2ka4q")]
can_move = true
sprite = ExtResource("2_oablw")
script = ExtResource("2_evq3k")
hitpoints = 20
[node name="sprite" parent="." index="0"]
texture = ExtResource("2_oablw")

24
tac/weapons/turret.gd Normal file
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@ -0,0 +1,24 @@
extends Weapon
var __laser_time := 0.0
func _ready():
$laser.visible = false
func _process(delta: float):
super._process(delta)
if $laser.visible:
__laser_time -= delta
if __laser_time < 0.0:
$laser.visible = false
func fire(target: Unit):
super.fire(target)
__laser_time = 0.4
var laser := $laser as Line2D
laser.set_point_position(0, global_position)
laser.set_point_position(1, target.global_position)
laser.visible = true

View file

@ -1,10 +1,17 @@
[gd_scene load_steps=3 format=3 uid="uid://byg2bmiy2gia0"]
[gd_scene load_steps=4 format=3 uid="uid://byg2bmiy2gia0"]
[ext_resource type="PackedScene" uid="uid://cjegfdo7jw38q" path="res://core/weapon.tscn" id="1_l2lnm"]
[ext_resource type="Texture2D" uid="uid://f50jxvf24eq" path="res://tac/assets/turret1.png" id="2_f2xj2"]
[ext_resource type="Script" path="res://tac/weapons/turret.gd" id="2_wxlpq"]
[node name="turret" instance=ExtResource("1_l2lnm")]
sprite = ExtResource("2_f2xj2")
script = ExtResource("2_wxlpq")
[node name="sprite" parent="." index="0"]
texture = ExtResource("2_f2xj2")
[node name="laser" type="Line2D" parent="." index="1"]
top_level = true
points = PackedVector2Array(0, 0, 0, 0)
width = 5.0
antialiased = true