ld-39-jam/Player.gd

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4.0 KiB
GDScript3
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extends KinematicBody2D
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var ExplosionEffect = load("res://ExplosionEffect.tscn")
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onready var sprite = get_node("Sprite")
onready var camera = get_node("Camera2D")
onready var left_particles = get_node("Sprite/LeftThruster")
onready var right_particles = get_node("Sprite/RightThruster")
onready var engine_particles = get_node("Sprite/Engine")
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onready var left_gun = get_node("Sprite/LeftGun")
onready var right_gun = get_node("Sprite/RightGun")
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onready var audio = get_node("SamplePlayer")
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var mov_speed = 64 # pixels per second
var ship_vel = Vector2(0, 0)
var ship_max_vel = 100 # pixels per second
var ship_accel = 25 # pixels per second.. per second?
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var ship_turn_speed = deg2rad(180) # degrees per second.. i guess?
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var ship_dir = Vector2(1, 0)
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var ship_mass = 61
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var ship_health = 100
var player_is_dead = false
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var is_moving = false
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var missiles_locked_on = 0
var is_engine_playing = false
var enemy_missiles = Array()
var bleep_timer = 0
var bleep_delay = 0.5
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func _ready():
set_fixed_process(true)
left_particles.set_emitting(false)
right_particles.set_emitting(false)
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func type():
return "Player"
func do_damage(v):
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ship_health -= v
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func get_kinematic_position():
return get_global_pos() + ship_vel
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func on_enemy_missile_lock(m):
enemy_missiles.append(m)
missiles_locked_on += 1
func on_enemy_missile_lock_lost(m):
enemy_missiles.erase(m)
missiles_locked_on -= 1
if missiles_locked_on <= 0:
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pass
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func turn_towards(delta, pos):
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var target_dir = (pos - get_global_pos()).normalized()
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var cpd = target_dir.dot(ship_dir.rotated(deg2rad(90)))
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var as = asin(cpd)
var ca = clamp(as, (-ship_turn_speed) * delta, (ship_turn_speed) * delta)
left_particles.set_param(Particles2D.PARAM_LINEAR_VELOCITY, 400 * abs(ca))
right_particles.set_param(Particles2D.PARAM_LINEAR_VELOCITY, 400 * abs(ca))
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if ca < -0.01:
left_particles.set_emitting(false)
right_particles.set_emitting(true)
elif ca > 0.01:
left_particles.set_emitting(true)
right_particles.set_emitting(false)
else:
left_particles.set_emitting(false)
right_particles.set_emitting(false)
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ship_dir = ship_dir.rotated(-ca)
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func get_closest_missile_distance():
var min_dist = 1000
for m in enemy_missiles:
var mis_dist = get_global_pos().distance_to(m.get_global_pos())
if mis_dist < min_dist:
min_dist = mis_dist
return min_dist
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func player_explode():
# create explosion effect
var new_ee = ExplosionEffect.instance()
get_tree().get_root().add_child(new_ee)
new_ee.set_global_pos(get_global_pos())
player_is_dead = true
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func _fixed_process(delta):
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if ship_health <= 0 and not player_is_dead:
player_explode()
if player_is_dead:
return
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var mov_delta = Vector2(0, 0)
turn_towards(delta, get_global_mouse_pos())
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if Input.is_action_pressed("player_move_forwards"):
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is_moving = true
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mov_delta += -ship_dir
elif Input.is_action_pressed("player_move_backwards"):
mov_delta += ship_dir
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else:
is_moving = false
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if Input.is_action_pressed("player_attack_primary"):
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left_gun.fire(delta, ship_vel, -ship_dir)
right_gun.fire(delta, ship_vel, -ship_dir)
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elif Input.is_action_pressed("player_attack_secondary"):
pass
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if Input.is_action_pressed("player_switch_up"):
pass
elif Input.is_action_pressed("player_switch_down"):
pass
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# get closest enemy missile, calc distance
var closest_missile_dist = get_closest_missile_distance()
if closest_missile_dist == 1000:
bleep_delay = 0.5
else:
bleep_delay = closest_missile_dist / 1000
bleep_timer += delta
if missiles_locked_on > 0 and bleep_timer > bleep_delay:
if closest_missile_dist > 10:
audio.play("friendly_blip")
bleep_timer = 0
if is_moving and not is_engine_playing:
is_engine_playing = true
# audio.play("engine")
elif not is_moving:
is_engine_playing = false
# audio.stop(0)
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set_rot(ship_dir.angle())
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var new_vel = (ship_vel + (mov_delta * (delta * ship_accel))).clamped(ship_max_vel)
var diff = new_vel - ship_vel
ship_vel += diff
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self.move(ship_vel)
ship_vel = ship_vel / (delta * ship_mass)
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engine_particles.set_emitting(is_moving)