further stuff made to the thing. Also wave is being fucky
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28cb5928c1
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6 changed files with 30 additions and 27 deletions
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@ -1,10 +1,9 @@
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[gd_scene load_steps=11 format=3 uid="uid://bjbccem28ir8r"]
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[gd_scene load_steps=10 format=3 uid="uid://bjbccem28ir8r"]
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[ext_resource type="Texture2D" uid="uid://bcbjh2amre7ke" path="res://non-godot/Textures/Plane/PlaneUp.png" id="1_2h3i0"]
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[ext_resource type="PackedScene" uid="uid://do4a4d3u60iy1" path="res://godot/Scenes/Bullets/bullet.tscn" id="1_edjcf"]
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[ext_resource type="Texture2D" uid="uid://c5kt81t5h4vgn" path="res://non-godot/Textures/Plane/Plane.png" id="3_5g2vf"]
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[ext_resource type="Texture2D" uid="uid://bff4pkabs2ecf" path="res://non-godot/Textures/Plane/PlaneDown.png" id="3_edjcf"]
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[ext_resource type="AudioStream" uid="uid://do4a5aj5a0216" path="res://non-godot/Sound/Shoot.ogg" id="4_m3gyy"]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_xtmdc"]
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particle_flag_disable_z = true
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@ -149,6 +148,7 @@ _data = {
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}
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[node name="Player" type="Player" groups=["Player"]]
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ShotBulletLocation = Vector2(100, 100)
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ShotBullet = ExtResource("1_edjcf")
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PlayerUp = ExtResource("1_2h3i0")
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PlayerNeutral = ExtResource("3_5g2vf")
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@ -162,17 +162,6 @@ InputSpeedUp = &"SpeedUp"
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scale = Vector2(0.15, 0.15)
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motion_mode = 1
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[node name="Gun" type="Node2D" parent="."]
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position = Vector2(1, 1)
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[node name="Marker2D" type="Marker2D" parent="Gun"]
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position = Vector2(545.6666, 259)
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[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="Gun"]
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stream = ExtResource("4_m3gyy")
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volume_db = -20.0
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max_polyphony = 2
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[node name="GPUParticles2D2" type="GPUParticles2D" parent="."]
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z_index = -1
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position = Vector2(-544, -153.33333)
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@ -43,9 +43,12 @@ namespace godot {
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ClassDB::bind_method(D_METHOD("GetFireRate"), &Player::GetFireRate);
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ClassDB::bind_method(D_METHOD("SetFireRate", "FireRate"), &Player::SetFireRate);
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ClassDB::add_property("Player", PropertyInfo(Variant::FLOAT, "ShotFireRate"), "SetFireRate", "GetFireRate");
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ClassDB::bind_method(D_METHOD("GetBullet"), &Player::GetBullet);
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ClassDB::bind_method(D_METHOD("SetBullet", "Bullet"), &Player::SetBullet);
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ClassDB::add_property("Player", PropertyInfo(Variant::OBJECT, "ShotBullet"), "SetBullet", "GetBullet");
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ClassDB::bind_method(D_METHOD("GetBulletLocation"), &Player::GetBulletLocation);
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ClassDB::bind_method(D_METHOD("SetBulletLocation", "BulletLocation"), &Player::SetBulletLocation);
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ClassDB::add_property("Player", PropertyInfo(Variant::VECTOR2, "ShotBulletLocation"), "SetBulletLocation", "GetBulletLocation");
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ClassDB::bind_method(D_METHOD("GetBulletTexture"), &Player::GetBulletTexture);
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ClassDB::bind_method(D_METHOD("SetBulletTexture", "BulletTexture"), &Player::SetBulletTexture);
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ClassDB::add_property("Player", PropertyInfo(Variant::OBJECT, "ShotBulletTexture"), "SetBulletTexture", "GetBulletTexture");
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// Textures
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ClassDB::bind_method(D_METHOD("GetPlayerUp"), &Player::GetPlayerUp);
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@ -119,7 +122,8 @@ namespace godot {
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// Shooting.
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if (Input::get_singleton()->get_action_raw_strength(Shoot) != 0) {
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Node* bullet = Bullet->instantiate();
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Bullet* bullet = memnew(Bullet);
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bullet->set_position(BulletLocation + get_position());
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get_parent()->add_child(bullet);
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FireRateTimer = 0;
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}
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@ -146,8 +150,11 @@ namespace godot {
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float Player::GetFireRate() const {
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return FireRate;
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}
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Ref<PackedScene> Player::GetBullet() const {
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return Bullet;
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Vector2 Player::GetBulletLocation() const {
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return BulletLocation;
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}
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Ref<CompressedTexture2D> Player::GetBulletTexture() const {
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return BulletTexture;
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}
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Ref<CompressedTexture2D> Player::GetPlayerUp() const {
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return PlayerUp;
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@ -189,8 +196,11 @@ namespace godot {
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void Player::SetFireRate(const float fireRate) {
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FireRate = fireRate;
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}
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void Player::SetBullet(const Ref<PackedScene>& bullet) {
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Bullet = bullet;
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void Player::SetBulletLocation(const Vector2 bulletLocation) {
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BulletLocation = bulletLocation;
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}
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void Player::SetBulletTexture(const Ref<CompressedTexture2D>& bulletTexture) {
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BulletTexture = bulletTexture;
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}
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void Player::SetPlayerUp(const Ref<CompressedTexture2D>& playerUp) {
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PlayerUp = playerUp;
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@ -8,7 +8,8 @@
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#include <godot_cpp/classes/rectangle_shape2d.hpp>
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#include <godot_cpp/classes/compressed_texture2d.hpp>
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#include <godot_cpp/classes/sprite2d.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include "Bullet.hpp"
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namespace godot {
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class Player : public CharacterBody2D {
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@ -24,7 +25,8 @@ namespace godot {
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bool PlayerControl = true;
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// Killing
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Ref<PackedScene> Bullet;
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Ref<CompressedTexture2D> BulletTexture;
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Vector2 BulletLocation = Vector2(0, 0);
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double FireRate = 0.04;
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double FireRateTimer = 0;
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@ -60,7 +62,8 @@ namespace godot {
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int GetSpeed() const;
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float GetInvulnerabilityTime() const;
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float GetFireRate() const;
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Ref<PackedScene> GetBullet() const;
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Vector2 GetBulletLocation() const;
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Ref<CompressedTexture2D> GetBulletTexture() const;
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Ref<CompressedTexture2D> GetPlayerUp() const;
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Ref<CompressedTexture2D> GetPlayerNeutral() const;
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Ref<CompressedTexture2D> GetPlayerDown() const;
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@ -75,7 +78,8 @@ namespace godot {
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void SetSpeed(const int speed);
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void SetInvulnerabilityTime(const float invulnerabilityTime);
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void SetFireRate(const float fireRate);
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void SetBullet(const Ref<PackedScene>& bullet);
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void SetBulletLocation(const Vector2 bulletLocation);
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void SetBulletTexture(const Ref<CompressedTexture2D>& bulletTexture);
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void SetPlayerUp(const Ref<CompressedTexture2D>& playerUp);
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void SetPlayerNeutral(const Ref<CompressedTexture2D>& playerNeutral);
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void SetPlayerDown(const Ref<CompressedTexture2D>& playerDown);
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@ -18,7 +18,7 @@ void InitializeModule(ModuleInitializationLevel p_level) {
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GDREGISTER_CLASS(Player);
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GDREGISTER_CLASS(Bullet);
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GDREGISTER_CLASS(Wave);
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//GDREGISTER_CLASS(Wave);
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GDREGISTER_CLASS(Enemy);
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}
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@ -2,7 +2,7 @@
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#include <godot_cpp/godot.hpp>
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static const char *_doc_data_hash = "5307739025143130596";
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static const char *_doc_data_hash = "8574192405191457953";
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static const int _doc_data_uncompressed_size = 0;
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static const int _doc_data_compressed_size = 8;
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static const unsigned char _doc_data_compressed[] = {
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