Implementing WeaponSystem and Entity System to go along with (so that weapons can be tested)

This commit is contained in:
Snoweuph 2023-04-08 17:00:54 +02:00
parent fa686fb55a
commit edb4265367
11 changed files with 348 additions and 1 deletions

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extends CharacterBody2D
class_name Bunny
@export var health : int
var team : int
var on_death_callbacks : Array
func damage(damage : int):
health -= health
if(health <= 0): on_death()
pass
func heal(health : int):
health += health
pass
func on_death():
for callback in on_death_callbacks:
callback.call(self)
pass
func sub_on_death(callback : Callable):
on_death_callbacks.push_front(callback)
pass

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extends Node
@export var bunny_prefab : Resource
@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
func spawn_bunny(x : float, y : float, team : int, health : int) -> Bunny:
var bunny = BunnyPrefab.instantiate()
self.add_child(bunny)
bunny.global_position = Vector2(x,y)
bunny.health = health
bunny.team = team
return bunny
func _ready():
var bunny = spawn_bunny(960, 512, TEAM.EVIL, 3)
bunny.sub_on_death(func(bunny): bunny.queue_free())

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@ -0,0 +1,5 @@
class_name TEAM
enum {
EVIL = 0,
GOOD = 1
}

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extends Area2D
@export var speed : float = 250.0
@export var damage : int = 1
@export_flags_2d_physics var map_collision_layer : int
@export_flags_2d_physics var bunny_collision_layer : int
const bunny_script = preload("res://Scripts/EntitySystem/Bunny.gd")
func _process(delta):
self.translate(Vector2(cos(self.rotation), sin(self.rotation)) * speed * delta)
pass
func _on_collision(body):
var collision_layer = null;
match body.get_class():
"TileMap":
collision_layer = body.tile_set.get_physics_layer_collision_layer(0)
_:
if(body.has_method("get_collision_layer")): collision_layer = body.get_collision_layer()
if collision_layer & map_collision_layer:
queue_free()
if collision_layer & bunny_collision_layer:
var bunny = body as Bunny
bunny.damage(damage)
queue_free()

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extends Node2D
@export var projectile_prefab : Resource
@onready var projectilePrefab : PackedScene = load(projectile_prefab.resource_path)
func _process(delta):
rotate_to_pointer()
if Input.is_action_just_pressed("attack"):
spawn_projectile(self.global_position, self.rotation, 100, 1)
pass
func rotate_to_pointer():
look_at(get_global_mouse_position())
#TODO Implement Joystick Aiming
func spawn_projectile(pos : Vector2, dir : float, speed: float, damage : int):
var projectile = projectilePrefab.instantiate()
projectile.global_position = pos
projectile.rotation = dir
get_tree().root.add_child(projectile)
pass

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@ -49,14 +49,23 @@ move_down={
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
]
}
attack={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(139, 6),"global_position":Vector2(143, 49),"factor":1.0,"button_index":1,"pressed":true,"double_click":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="Map"
2d_physics/layer_2="Player"
2d_physics/layer_3="Bunny"
2d_physics/layer_4="Projectile"
2d_physics/layer_5="Layer 5"
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/canvas_textures/default_texture_filter=0