- refactor ship sprite handling to follow oop principles, added sprites for other types of ship

This commit is contained in:
rsxri 2025-04-17 19:24:50 +01:00
parent 729fb29770
commit ffd765245a
60 changed files with 1280 additions and 29 deletions

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@ -16,7 +16,6 @@ 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 = 0
[node name="Lasers" type="Node" parent="."] [node name="Lasers" type="Node" parent="."]

View file

@ -1,7 +1,7 @@
[gd_scene load_steps=5 format=3 uid="uid://ckh362yqjkpi0"] [gd_scene load_steps=5 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://ofevjaw7ld0a" path="res://assets/Player/Fighter/ShipBlue.png" id="2_3806w"] [ext_resource type="Texture2D" uid="uid://ofevjaw7ld0a" path="res://assets/Ships/Fighters/Player/Fighter/ShipBlue.png" id="2_guof5"]
[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"]
@ -11,12 +11,13 @@ radius = 41.0488
collision_mask = 5 collision_mask = 5
motion_mode = 1 motion_mode = 1
script = ExtResource("1_lhmq0") script = ExtResource("1_lhmq0")
color = 1
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_btpq3") shape = SubResource("CircleShape2D_btpq3")
[node name="ShipSprite" type="Sprite2D" parent="."] [node name="ShipSprite" type="Sprite2D" parent="."]
texture = ExtResource("2_3806w") texture = ExtResource("2_guof5")
[node name="LaserSpawn" type="Node2D" parent="."] [node name="LaserSpawn" type="Node2D" parent="."]
position = Vector2(0, -58) position = Vector2(0, -58)

21
MB_FYP/scenes/ship.tscn Normal file
View file

@ -0,0 +1,21 @@
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[ext_resource type="Script" path="res://script/ship.cs" id="1_u8ww1"]
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[node name="Ship" type="CharacterBody2D"]
script = ExtResource("1_u8ww1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_tndfm")
[node name="ShipSprite" type="Sprite2D" parent="."]
texture = ExtResource("1_g3tsu")
[node name="LaserSpawn" type="Node2D" parent="."]
position = Vector2(0, -58)
[node name="EffectSpawn" type="Node2D" parent="."]

View file

@ -12,9 +12,7 @@ public partial class player : ship // Inherits from base ship class
public delegate void PlayerDeathEventHandler(); public delegate void PlayerDeathEventHandler();
[Export] [Export]
public ShipColor Color; public ShipColor color;
public Sprite2D Sprite = new Sprite2D();
[Export] [Export]
public float FlightAssistValue { get; set; } = 2.5f; public float FlightAssistValue { get; set; } = 2.5f;
@ -59,37 +57,21 @@ public partial class player : ship // Inherits from base ship class
public override void _Ready() public override void _Ready()
{ {
Sprite = GetNode<Sprite2D>("ShipSprite"); SetupVisual();
string spritePath = ""; // Have to initialise as "" because of switch statements GD.Print(faction);
switch (type) switch(color)
{
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: case ShipColor.RED:
spritePath = spritePath + "ShipRed.png"; this.spritePath = this.spritePath + "ShipRed.png";
break; break;
case ShipColor.GREEN: case ShipColor.GREEN:
spritePath = spritePath + "ShipGreen.png"; this.spritePath = this.spritePath + "ShipGreen.png";
break; break;
case ShipColor.BLUE: case ShipColor.BLUE:
spritePath = spritePath + "ShipBlue.png"; this.spritePath = this.spritePath + "ShipBlue.png";
break; break;
} }
GD.Print(spritePath); GD.Print(spritePath);

View file

@ -5,6 +5,8 @@ public partial class ship : CharacterBody2D
{ {
public enum ShipType { FIGHTER, INTERCEPTOR, GUARDIAN } public enum ShipType { FIGHTER, INTERCEPTOR, GUARDIAN }
public enum ShipFaction {PLAYER, FRIENDLY, ENEMY, ACE}
[Signal] [Signal]
public delegate void LaserShotEventHandler(Area2D Laser); public delegate void LaserShotEventHandler(Area2D Laser);
@ -24,9 +26,15 @@ public partial class ship : CharacterBody2D
public float RotationSpeed { get; set; } = 2f; public float RotationSpeed { get; set; } = 2f;
[Export] [Export]
public ShipType type; public ShipType type;
[Export]
public ShipFaction faction;
public Sprite2D Sprite = new Sprite2D();
public Node2D LaserSpawn = null; public Node2D LaserSpawn = null;
protected string spritePath = "";
protected int _rotationDirection; protected int _rotationDirection;
protected readonly PackedScene LaserScene = GD.Load<PackedScene>("res://scenes/laser.tscn"); protected readonly PackedScene LaserScene = GD.Load<PackedScene>("res://scenes/laser.tscn");
@ -39,6 +47,90 @@ public partial class ship : CharacterBody2D
EmitSignal(SignalName.LaserShot, Laser); EmitSignal(SignalName.LaserShot, Laser);
} }
public void SetupVisual()
{
Sprite = GetNode<Sprite2D>("ShipSprite");
spritePath = ""; // Have to initialise as "" because of switch statements
if (faction == ShipFaction.PLAYER)
{
switch (type)
{
case ShipType.FIGHTER:
spritePath = "res://assets/Ships/Fighters/Player/Fighter/";
break;
case ShipType.INTERCEPTOR:
spritePath = "res://assets/Ships/Fighters/Player/Interceptor/";
break;
case ShipType.GUARDIAN:
spritePath = "res://assets/Ships/Fighters/Player/Guardian/";
break;
}
}
else if (faction == ShipFaction.FRIENDLY)
{
switch (type)
{
case ShipType.FIGHTER:
spritePath = "res://assets/Ships/Fighters/Friendly/friendlyFighter.png/";
break;
case ShipType.INTERCEPTOR:
spritePath = "res://assets/Ships/Fighters/Friendly/friendlyInterceptor.png/";
break;
case ShipType.GUARDIAN:
spritePath = "res://assets/Ships/Fighters/Friendly/friendlyGuardian.png/";
break;
}
}
else if (faction == ShipFaction.ENEMY)
{
switch (type)
{
case ShipType.FIGHTER:
spritePath = "res://assets/Ships/Fighters/Enemy/enemyFighter.png/";
break;
case ShipType.INTERCEPTOR:
spritePath = "res://assets/Ships/Fighters/Enemy/enemyInterceptor.png/";
break;
case ShipType.GUARDIAN:
spritePath = "res://assets/Ships/Fighters/Enemy/enemyGuardian.png/";
break;
}
}
else if (faction == ShipFaction.ACE)
{
switch (type)
{
case ShipType.FIGHTER:
spritePath = "res://assets/Ships/Fighters/Ace/aceFighter.png/";
break;
case ShipType.INTERCEPTOR:
spritePath = "res://assets/Ships/Fighters/Ace/aceInterceptor.png/";
break;
case ShipType.GUARDIAN:
spritePath = "res://assets/Ships/Fighters/Ace/aceGuardian.png/";
break;
}
}
if (faction == ShipFaction.ENEMY || faction ==ShipFaction.FRIENDLY)
{
Sprite.RotationDegrees = 180;
}
else
{
Sprite.RotationDegrees = 0;
}
}
public void SetShipStats() public void SetShipStats()
{ {
switch (type) switch (type)