extends Area2D signal died signal shield_changed @onready var screensize = get_viewport_rect().size @export var speed = 150 @export var cooldown = 0.25 @export var bullet_scene: PackedScene @export var max_shield = 10 var shield = max_shield: set = set_shield var can_shoot = true func _ready(): start() func _process(delta): var input = Input.get_vector("left", "right", "up", "down") if input.x > 0: $Ship.frame = 2 $Ship/Boosters.animation = "right" elif input.x < 0: $Ship.frame = 0 $Ship/Boosters.animation = "left" else: $Ship.frame = 1 $Ship/Boosters.animation = "forward" position += input * speed * delta position = position.clamp(Vector2(8, 8), screensize-Vector2(8, 8)) if Input.is_action_pressed("shoot"): shoot() func start(): show() shield = max_shield position = Vector2(screensize.x / 2, screensize.y - 64) $GunCooldown.wait_time = cooldown func shoot(): if not can_shoot: return can_shoot = false $GunCooldown.start() var b = bullet_scene.instantiate() get_tree().root.add_child(b) b.start(position + Vector2(0, -8)) func set_shield(value): shield = min(max_shield, value) shield_changed.emit(max_shield, shield) if shield <= 0: hide() died.emit() func _on_gun_cooldown_timeout(): can_shoot = true func _on_player_area_entered(area): if area.is_in_group("enemies"): area.explode() shield -= max_shield / 2 # Replace with function body. func _on_area_entered(area): if area.is_in_group("enemies"): area.explode() shield -= max_shield / 2 # Replace with function body.