Diffstat (limited to 'player/scripts/Ship.gd')
-rw-r--r--player/scripts/Ship.gd49
1 files changed, 23 insertions, 26 deletions
diff --git a/player/scripts/Ship.gd b/player/scripts/Ship.gd
index 9973944..d3b969b 100644
--- a/player/scripts/Ship.gd
+++ b/player/scripts/Ship.gd
@@ -28,6 +28,12 @@ onready var lasersu
onready var flaku
onready var beamu
onready var fire = $Fire
+onready var joystick = $MobileControls/MobileJoystick
+onready var thrustsfxin = $thrustsfxin
+onready var thrustsfxend = $thrustsfxend
+onready var thrustsfxloop = $thrustsfxloop
+onready var animation_tree = $AnimationTree
+
var amount = 1
var target = null
var firing = false
@@ -39,10 +45,7 @@ var shake_duration = .2
func _ready():
playerstats.gun = "lasers"
- $MobileJoystick/TouchScreenButton.visible = USE_TOUCH
- $MobileJoystick/MobileControls/Attack.visible = USE_TOUCH
- $"MobileJoystick/MobileControls/Change gun".visible = USE_TOUCH
- $AnimationTree.active = true
+ animation_tree.active = true
lasersu = playerstats.lasers
rocketsu = playerstats.rockets
splitshotu = playerstats.splitshot
@@ -59,8 +62,8 @@ func _physics_process(delta):
input_vector.y = Input.get_axis("up_%s" % id, "down_%s" % id)
if Game.keyboard:
input_vector = input_vector.normalized()
- if $MobileJoystick/TouchScreenButton.in_use:
- input_vector = $MobileJoystick/TouchScreenButton.force
+ if joystick.in_use:
+ input_vector = joystick.force
#makes a input vector based off of inputs, and supports controllers
# fire particle code
var fire_dir = input_vector * -1
@@ -74,24 +77,24 @@ func _physics_process(delta):
if input_vector != Vector2.ZERO:
if not thrusting_last_frame:
- $thrustsfxin.playing = true
+ thrustsfxin.playing = true
- if not $thrustsfxloop.playing:
- $thrustsfxloop.playing = true
+ if not thrustsfxloop.playing:
+ thrustsfxloop.playing = true
thrusting_last_frame = true
else:
if thrusting_last_frame:
- $thrustsfxloop.playing = false
- $thrustsfxend.playing = true
+ thrustsfxloop.playing = false
+ thrustsfxend.playing = true
- if $thrustsfxin.playing:
- $thrustsfxin.playing = false
+ if thrustsfxin.playing:
+ thrustsfxin.playing = false
thrusting_last_frame = false
if input_vector != Vector2.ZERO: #moves ya
velocity = velocity.move_toward(input_vector * SPEED, ACCELERATION * delta)
- $AnimationTree.set("parameters/Turn/blend_position", input_vector)
+ animation_tree.set("parameters/Turn/blend_position", input_vector)
animationState.travel("Turn")
else:
#stops you
@@ -217,6 +220,10 @@ func splitshot():
playerstats.gun = "splitshot"
+onready var rocket_muzzles = $Muzzles/RocketMuzzle.get_children()
+onready var laser_muzzles = $Muzzles/LaserMuzzle.get_children()
+
+
func shoot(): #shoot
_go_into_cooldown()
if !firing:
@@ -224,21 +231,11 @@ func shoot(): #shoot
Shake.shake(shake_intensity, shake_duration)
match playerstats.gun:
"rockets":
- var muzzles = $Muzzles/RocketMuzzle.get_children()
- for muzzle in muzzles:
+ for muzzle in rocket_muzzles:
var bullet = fire(muzzle.global_position, attack)
bullet.start(target)
"lasers":
- var muzzles = $Muzzles/LaserMuzzle.get_children()
- for muzzle in muzzles:
- fire(muzzle.global_position, attack)
- "splitshot":
- var muzzles = $Muzzles/SplitMuzzle.get_children()
- for muzzle in muzzles:
- fire(muzzle.global_position, attack)
- "flak":
- var muzzles = $Muzzles/FlakMuzzle.get_children()
- for muzzle in muzzles:
+ for muzzle in laser_muzzles:
fire(muzzle.global_position, attack)