Merge branch 'master' into client-sync

This commit is contained in:
Kristofers Solo
2021-11-10 20:34:09 +02:00
20 changed files with 152 additions and 151 deletions

View File

@@ -31,7 +31,7 @@ func _process(delta):
# Get the active player and allow their input into adjusting function.
print("Awaiting player input and processing it to adjust aim.")
# DO FOR EACH PLAYER - AT THE SAME TIME
if gameControllerStates["allowShooot"]:
if gameControllerStates["allowShoot"]:
# Enable function locking feature and prepare for shooting phase -- simulatingEnvironment = true
print("Awaiting player function confirmation.")
# DO FOR EACH PLAYER - AT THE SAME TIME

View File

@@ -1,6 +1,7 @@
extends AnimatedSprite
var trajectory:String = 'line'
var trajectory_line = 'line'
var bullet_trajectory = {
'line' : preload("res://source/entities/shooting/Line_Trajectory/Line_Env.tscn"),
@@ -10,25 +11,42 @@ var bullet_trajectory = {
}
func choose_trajectory():
trajectory
trajectory_line
if Input.is_action_just_pressed("line"):
trajectory = 'line'
trajectory_line = 'line'
elif Input.is_action_just_pressed("sine"):
trajectory = 'sine'
trajectory_line = 'sine'
elif Input.is_action_just_pressed("parab"):
trajectory = 'parab'
trajectory_line = 'parab'
elif Input.is_action_just_pressed("hyper"):
trajectory = 'hyper'
trajectory_line = 'hyper'
func shoot(trajectory:String):
var bullet = bullet_trajectory[trajectory].instance()
get_parent().get_parent().get_parent().add_child(bullet)
bullet.global_position = $Position2D.global_position
bullet.global_rotation = $Position2D.global_rotation
bullet.global_position = $Shooting_Point.global_position
bullet.global_rotation = $Shooting_Point.global_rotation
pass
func enable_trajectory_line(trajectory_line:String):
var x = bullet_trajectory[trajectory_line].instance()
get_parent().get_parent().get_parent().add_child(x)
x.global_position = $Shooting_Point.global_position
x.global_rotation = $Shooting_Point.global_rotation
func _process(delta):
choose_trajectory()
enable_trajectory_line(trajectory_line)
if Input.is_action_just_pressed("input_shoot"):
pass
elif Input.is_action_just_released("input_shoot"):
shoot(trajectory)

View File

@@ -1,16 +1,21 @@
extends StaticBody2D # Y = aX
extends Line2D
onready var bullet_env = preload("res://source/entities/shooting/Hyperbolic_Trajectory/Hyperbolic_Env.tscn")
export var speed_hyper = 100
var velocity = Vector2(0, 0)
var dot_position = Vector2(0, 0)
var time = 0.05
var a_parameter = 1
var b_parameter = 1
func shoot():
var bullet = bullet_env.instance()
get_parent().get_parent().get_parent().add_child(bullet)
bullet.global_position = $Position2D.global_position
bullet.global_rotation = $Position2D.global_rotation
func _draw():
velocity.x = 10
velocity.y = a_parameter/(time*b_parameter)
dot_position += velocity * speed_hyper * 0.06944
draw_circle(dot_position, 1, Color(225, 225, 225))
time += 0.06944
func _process(delta):
if Input.is_action_just_pressed("input_shoot"):
shoot()
update()

View File

@@ -1,21 +1,22 @@
extends Sprite
var velocity = Vector2()
var speed = 1
var time = 0.5
var gravitile = 5
var speed_hyper = 100
var time = 0.05
var a_parameter = 1
var b_parameter = 1
func follow_hyperbolic_trajectory():
velocity.x = gravitile * time
velocity.y = 1 / time
velocity.x = 5
velocity.y = a_parameter/(time*b_parameter)
func _process(delta):
follow_hyperbolic_trajectory()
time += delta
position += velocity * speed * delta
position += velocity * speed_hyper * delta
func _on_hitbox_body_entered(body):

View File

@@ -1,16 +1,20 @@
extends StaticBody2D # Y = aX
extends Line2D
onready var bullet_env = preload("res://source/entities/shooting/Line_Trajectory/Line_Env.tscn")
export var speed = 100
var velocity = Vector2(0, 0)
var dot_position = Vector2(0, 0)
var time = 0
var a_parameter = 0
func shoot():
var bullet = bullet_env.instance()
get_parent().get_parent().get_parent().add_child(bullet)
bullet.global_position = $Position2D.global_position
bullet.global_rotation = $Position2D.global_rotation
func _draw():
velocity.y = 10 * a_parameter
velocity.x = 10
dot_position += velocity * speed * 0.06944
draw_circle(dot_position, 1, Color(225, 225, 225))
time += 0.06944
func _process(delta):
if Input.is_action_just_pressed("input_shoot"):
shoot()
update()

View File

@@ -1,37 +1,22 @@
extends Sprite
export var speed = 100
export var speed_line = 1000
var velocity = Vector2()
var time = 0
var a_parameter = 0
func follow_line_trajectory():
velocity = Vector2(10, 0)
velocity.x = time
velocity.y = time*a_parameter
#func follow_parabolic_trajectory():
#velocity.x = 5
#velocity.y = 1 * time * gravitile
#return velocity
#func follow_hyperbolic_trajectory():
#velocity.x = gravitile * time
#velocity.y = 1
#return velocity
#func input():
#if Input.is_action_just_pressed("line"):
#return follow_sine_trajectory()
#elif Input.is_action_just_pressed("sine"):
#return follow_line_trajectory()
#else:
#print('Trajectory is not selected')
#queue_free()
func _process(delta):
follow_line_trajectory()
time += delta
position += velocity * speed * delta
position += velocity * speed_line * delta
func _on_hitbox_body_entered(body):

View File

@@ -1,16 +1,23 @@
extends StaticBody2D # Y = aX
extends Line2D
onready var bullet_env = preload("res://source/entities/shooting/Parabolic_Trajectory/Parabolic_Env.tscn")
var speed_parab = 100
var velocity = Vector2(0, 0)
var dot_position = Vector2(0, 0)
var time = 0
var a_parameter = 1
var b_parameter = 0
func shoot():
var bullet = bullet_env.instance()
get_parent().get_parent().get_parent().add_child(bullet)
bullet.global_position = $Position2D.global_position
bullet.global_rotation = $Position2D.global_rotation
func _draw():
velocity.y = time*(a_parameter * time + b_parameter)
velocity.x = 5
dot_position += velocity * speed_parab * 0.06944
draw_circle(dot_position, 1, Color(225, 225, 225))
time += 0.06944
func _process(delta):
if Input.is_action_just_pressed("input_shoot"):
shoot()
update()

View File

@@ -1,21 +1,22 @@
extends Area2D
extends Sprite
export var speed = 100
export var speed_parab = 100
var velocity = Vector2()
var time = 0
var gravitile = 5
var a_parameter = 1
var b_parameter = 0
func follow_parabolic_trajectory():
velocity.x = 5
velocity.y = 1 * time * gravitile
velocity.y = time*(a_parameter * time + b_parameter)
func _process(delta):
follow_parabolic_trajectory()
time += delta
position += velocity * speed * delta
position += velocity * speed_parab * delta
func _on_hitbox_body_entered(body):

View File

@@ -4,30 +4,18 @@ extends Line2D
export var speed = 100
var velocity = Vector2(0, 0)
var dot_position = Vector2(0, 0)
var dot_array:PoolVector2Array = []
var time = 0
export var amplitude = 4
export var frequency = 5
var maxpoints = 15
func follow_sine_trajectory(time):
for x in range(maxpoints):
velocity.y = amplitude * cos(time * frequency)
velocity.x = 5
dot_position += velocity
dot_array.append(dot_position)
return dot_array
func construct_a_line():
clear_points()
for x in range(maxpoints):
add_point(follow_sine_trajectory(x))
pass
func _draw():
velocity.y = amplitude * cos(time * frequency)
velocity.x = 5
dot_position += velocity * speed * 0.06944
draw_circle(dot_position, 1, Color(225, 225, 225))
time += 0.06944
func _process(delta):
time += delta
self.points = follow_sine_trajectory(time)
pass
update()

View File

@@ -1,4 +1,4 @@
extends Area2D
extends Sprite
export var speed = 100
var velocity = Vector2()
@@ -7,7 +7,6 @@ var time = 0
export var amplitude = 4
export var frequency = 5
func follow_sine_trajectory():
velocity.y = amplitude * cos(time * frequency)
velocity.x = 5