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2026-01-21 23:51:53 +01:00
commit 60b208fee0
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extends Node2D
@onready var background1 = $background1
@onready var background2 = $background2
@onready var spaceship = $Spaceship
@onready var spaceshipHitbox = $Spaceship/Area2D
@onready var astroid = preload("res://scene/minigames/steering/Astroid.tscn")
@export var shipLogicRef: ShipLogic
var controllStick: Node3D
var controllStickGoalPos: float = 0.0
const CONTROLL_STICK_SNAPBACK: float = 24
var idleMoveAmplitude: float = 15
var timePassed: float = 0
var astroidTimer: float = 0
var scrollSpeed: float = 8.5 #Pixels per seccond
signal collision
const POS_LEFT = 64
const POS_MIDDLE = 128
const POS_RIGHT = 192
var starshipGoalPos: int = 1
const starshipHorizontalSpeed: float = 56
var rng = RandomNumberGenerator.new()
var active: bool = false
func _process(delta: float) -> void:
timePassed += delta
astroidTimer += delta
background1.position.y += scrollSpeed * delta
background2.position.y += scrollSpeed * delta
spaceship.position.y += idleMoveAmplitude * sin(timePassed)*delta
if controllStick:
controllStick.rotation_degrees.x = move_toward(controllStick.rotation_degrees.x,controllStickGoalPos,delta*CONTROLL_STICK_SNAPBACK)
if abs(controllStick.rotation_degrees.x) > 15:
controllStickGoalPos = 0
if astroidTimer >= 90:
astroidTimer = rng.randf_range(0,20)
var astroidCounter = 0
if rng.randf() > 0.5:
spawnAstroid(POS_LEFT)
astroidCounter += 1
if rng.randf() > 0.5:
spawnAstroid(POS_MIDDLE)
astroidCounter += 1
if rng.randf() > 0.5 and astroidCounter < 2:
spawnAstroid(POS_RIGHT)
infiniteScroll(background1)
infiniteScroll(background2)
spaceship.position.x = move_toward(spaceship.position.x,goalPosToPos(),starshipHorizontalSpeed*delta)
if active:
if Input.is_action_just_pressed("moveLeft"):
starshipGoalPos = clamp(starshipGoalPos-1,0,2)
if controllStick:
controllStickGoalPos = -16
if Input.is_action_just_pressed("moveRight"):
starshipGoalPos = clamp(starshipGoalPos+1,0,2)
if controllStick:
controllStickGoalPos = 16
if Input.is_action_just_pressed("interact") or Input.is_action_just_pressed("moveDown"):
active = false
func goalPosToPos() -> float:
match starshipGoalPos:
0:
return POS_LEFT
1:
return POS_MIDDLE
2:
return POS_RIGHT
return POS_MIDDLE
func activate() -> void:
active = true
func infiniteScroll(sprite: Sprite2D):
if sprite.position.y >=511:
sprite.position.y = -511
func spawnAstroid(Xpos: float):
var instance = astroid.instantiate()
add_child(instance)
instance.position = Vector2(Xpos,-10)
instance.speed = rng.randf_range(3,9)
instance.rotationSpeed = PI/16
func _on_area_2d_area_entered(_area: Area2D) -> void:
collision.emit()