different types of player ships and color added

This commit is contained in:
rsxri 2024-08-15 15:40:37 +01:00
parent f3b402b1fd
commit 3de5c44ebc
41 changed files with 915 additions and 30 deletions

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[deps]
source_file="res://assets/PNG/playerShip3_green.png"
dest_files=["res://.godot/imported/playerShip3_green.png-f04b5e13d4e4f208a8b9d642f39c02f0.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
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/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dp3locb4nhho4"
path="res://.godot/imported/playerShip3_orange.png-0cc64e019227fe01773b9ffdb0fa16fb.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/Player/unused/playerShip3_orange.png"
dest_files=["res://.godot/imported/playerShip3_orange.png-0cc64e019227fe01773b9ffdb0fa16fb.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
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/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 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://uj1jwow41swa"
path="res://.godot/imported/playerShip3_red.png-0dcba5ee2d2eeed4ef9ab88ecd94adf9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/PNG/playerShip3_red.png"
dest_files=["res://.godot/imported/playerShip3_red.png-0dcba5ee2d2eeed4ef9ab88ecd94adf9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
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process/hdr_as_srgb=false
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View file

@ -16,6 +16,7 @@ script = ExtResource("1_dukjm")
position = Vector2(800, 450) position = Vector2(800, 450)
scale = Vector2(0.6, 0.6) scale = Vector2(0.6, 0.6)
collision_layer = 8 collision_layer = 8
type = 2
[node name="Lasers" type="Node" parent="."] [node name="Lasers" type="Node" parent="."]

View file

@ -31,6 +31,7 @@ text = "Exit Game
" "
[node name="OptionButton" type="Button" parent="."] [node name="OptionButton" type="Button" parent="."]
layout_mode = 0
offset_top = 68.0 offset_top = 68.0
offset_right = 96.0 offset_right = 96.0
offset_bottom = 99.0 offset_bottom = 99.0

View file

@ -1,7 +1,6 @@
[gd_scene load_steps=5 format=3 uid="uid://ckh362yqjkpi0"] [gd_scene load_steps=4 format=3 uid="uid://ckh362yqjkpi0"]
[ext_resource type="Script" path="res://script/player.cs" id="1_lhmq0"] [ext_resource type="Script" path="res://script/player.cs" id="1_lhmq0"]
[ext_resource type="Texture2D" uid="uid://lcb2vm87qo30" path="res://assets/PNG/playerShip1_blue.png" id="2_1ykv0"]
[ext_resource type="Script" path="res://script/camera.cs" id="3_ui7sm"] [ext_resource type="Script" path="res://script/camera.cs" id="3_ui7sm"]
[sub_resource type="CircleShape2D" id="CircleShape2D_btpq3"] [sub_resource type="CircleShape2D" id="CircleShape2D_btpq3"]
@ -14,11 +13,12 @@ script = ExtResource("1_lhmq0")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_btpq3") shape = SubResource("CircleShape2D_btpq3")
[node name="Sprite2D" type="Sprite2D" parent="."] [node name="ShipSprite" type="Sprite2D" parent="."]
texture = ExtResource("2_1ykv0")
[node name="LaserSpawn" type="Node2D" parent="."] [node name="LaserSpawn" type="Node2D" parent="."]
position = Vector2(0, -58) position = Vector2(0, -58)
[node name="Camera2D" type="Camera2D" parent="."] [node name="Camera2D" type="Camera2D" parent="."]
script = ExtResource("3_ui7sm") script = ExtResource("3_ui7sm")
[node name="EffectSpawn" type="Node2D" parent="."]

View file

@ -1,26 +1,15 @@
using Godot; using Godot;
using System; using System;
public partial class player : CharacterBody2D public partial class player : ship // Inherits from base ship class
{ {
[Signal] public enum ShipColor{RED, GREEN, BLUE}
public delegate void LaserShotEventHandler(Area2D Laser);
[Export]
public Vector2 ScreenSize;
[Export]
public int MaxSpeed { get; set;} = 300;
[Export]
public int MainSpeed { get; set; } = 10;
[Export]
public int StrafeSpeed { get; set; } = 5;
[Export]
public float RotationSpeed { get; set; } = 2f;
public Node2D LaserSpawn = null; [Export]
public ShipColor color;
private int _rotationDirection; public Sprite2D Sprite = new Sprite2D();
private readonly PackedScene LaserScene = GD.Load<PackedScene>("res://scenes/laser.tscn");
public void GetInput() public void GetInput()
{ {
/*LookAt(GetGlobalMousePosition()); //used for mouse-based rotation and movement /*LookAt(GetGlobalMousePosition()); //used for mouse-based rotation and movement
@ -41,18 +30,45 @@ public partial class player : CharacterBody2D
} }
} }
public void ShootLaser()
{
Node2D Laser = LaserScene.Instantiate<Node2D>();
Laser.Position = LaserSpawn.GlobalPosition;
Laser.Rotation = Rotation;
EmitSignal(SignalName.LaserShot, Laser);
}
public override void _Ready() public override void _Ready()
{ {
//GD.Print(GetViewportRect().Size); Sprite = GetNode<Sprite2D>("ShipSprite");
ScreenSize = GetViewportRect().Size; string spritePath = "";
switch (type)
{
case ShipType.FIGHTER:
spritePath = "res://assets/Player/Fighter/";
break;
case ShipType.INTERCEPTOR:
spritePath = "res://assets/Player/Interceptor/";
break;
case ShipType.GUARDIAN:
spritePath = "res://assets/Player/Guardian/";
break;
}
switch(color)
{
case ShipColor.RED:
spritePath = spritePath + "ShipRed.png";
break;
case ShipColor.GREEN:
spritePath = spritePath + "ShipGreen.png";
break;
case ShipColor.BLUE:
spritePath = spritePath + "ShipBlue.png";
break;
}
GD.Print(spritePath);
Sprite.Texture = GD.Load<Texture2D>(spritePath);
LaserSpawn = GetNode<Node2D>("LaserSpawn"); LaserSpawn = GetNode<Node2D>("LaserSpawn");
} }

51
MB_FYP/script/ship.cs Normal file
View file

@ -0,0 +1,51 @@
using Godot;
public partial class ship : CharacterBody2D
{
public enum ShipType { FIGHTER, INTERCEPTOR, GUARDIAN }
[Signal]
public delegate void LaserShotEventHandler(Area2D Laser);
//[Export]
//public Vector2 ScreenSize;
[Export]
public int MaxSpeed { get; set;} = 300;
[Export]
public int MainSpeed { get; set; } = 10;
[Export]
public int StrafeSpeed { get; set; } = 5;
[Export]
public float RotationSpeed { get; set; } = 2f;
[Export]
public ShipType type;
public Node2D LaserSpawn = null;
protected int _rotationDirection;
protected readonly PackedScene LaserScene = GD.Load<PackedScene>("res://scenes/laser.tscn");
public virtual void ShootLaser()
{
Node2D Laser = LaserScene.Instantiate<Node2D>();
Laser.Position = LaserSpawn.GlobalPosition;
Laser.Rotation = Rotation;
EmitSignal(SignalName.LaserShot, Laser);
}
public override void _Ready()
{
//ScreenSize = GetViewportRect().Size;
LaserSpawn = GetNode<Node2D>("LaserSpawn");
}
public override void _PhysicsProcess(double delta)
{
// Common movement logic for all ships
Rotation += _rotationDirection * RotationSpeed * (float)delta;
Velocity.LimitLength(MaxSpeed);
MoveAndSlide();
}
}