Update test project for Godot 4.3 (#159)

Co-authored-by: Andi Susanto <and1zero@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Andi Susanto
2024-10-24 05:06:47 +08:00
committed by GitHub
parent dd1db58f33
commit 9a460209d7
25 changed files with 876 additions and 522 deletions

32
test-project/scripts/Projectile.gd Executable file → Normal file
View File

@@ -1,7 +1,7 @@
extends RigidBody2D
var MissileSprite: Texture = load("res://resources/img/missile-placeholder.png")
var BulletSprite: Texture = load("res://resources/img/bullet-placeholder.png")
var MissileSprite: Texture2D = load("res://resources/img/missile-placeholder.png")
var BulletSprite: Texture2D = load("res://resources/img/bullet-placeholder.png")
var bodies_in_area: Array = []
var sprite_type: int
@@ -10,20 +10,20 @@ var armed: bool = false
func _ready():
self.gravity_scale = 0.0
self.friction = 0
self.physics_material_override.friction = 0.0
self.contact_monitor = true
self.contacts_reported = 1
self.max_contacts_reported = 1
func setup(sprite_type: int, speed: float) -> void:
self.sprite_type = sprite_type
self.speed = speed
if sprite_type == GLOBAL.BULLET:
$Mask/Sprite.set_texture(self.BulletSprite)
if sprite_type == GLOBAL.SpriteType.BULLET:
$Mask/Sprite2D.set_texture(self.BulletSprite)
self.armed = true
$ExplosionArea/ExplosionShape.disabled = false
else:
$Mask/Sprite.set_texture(self.MissileSprite)
$Mask/Sprite2D.set_texture(self.MissileSprite)
func shoot(at: Vector2) -> void:
var direction = (at - self.global_position)
@@ -31,22 +31,22 @@ func shoot(at: Vector2) -> void:
func shoot_missile(at: Vector2) -> void:
var direction = (at - self.global_position)
self.add_central_force(at * GLOBAL.MISSILE_SPEED["max"])
self.apply_central_force(at * GLOBAL.MISSILE_SPEED["max"])
func set_random_color() -> void:
$Mask.set_random_color()
func update_collision_layer() -> void:
if $Mask.highlighted:
self.set_collision_layer_bit(GLOBAL.HIGH_COLLISION, 1)
self.set_collision_mask_bit(GLOBAL.HIGH_COLLISION, 1)
$ExplosionArea.set_collision_layer_bit(GLOBAL.HIGH_COLLISION, 1)
$ExplosionArea.set_collision_mask_bit(GLOBAL.HIGH_COLLISION, 1)
self.set_collision_layer_value(GLOBAL.HIGH_COLLISION, 1)
self.set_collision_mask_value(GLOBAL.HIGH_COLLISION, 1)
$ExplosionArea.set_collision_layer_value(GLOBAL.HIGH_COLLISION, 1)
$ExplosionArea.set_collision_mask_value(GLOBAL.HIGH_COLLISION, 1)
else:
self.set_collision_layer_bit(GLOBAL.LOW_COLLISION, 1)
self.set_collision_mask_bit(GLOBAL.LOW_COLLISION, 1)
$ExplosionArea.set_collision_layer_bit(GLOBAL.LOW_COLLISION, 1)
$ExplosionArea.set_collision_mask_bit(GLOBAL.LOW_COLLISION, 1)
self.set_collision_layer_value(GLOBAL.LOW_COLLISION, 1)
self.set_collision_mask_value(GLOBAL.LOW_COLLISION, 1)
$ExplosionArea.set_collision_layer_value(GLOBAL.LOW_COLLISION, 1)
$ExplosionArea.set_collision_mask_value(GLOBAL.LOW_COLLISION, 1)
# --- Signals ---