Male poprawki

This commit is contained in:
Tomasz Boruc 2026-10-09 20:25:33 +02:00
parent 53ac17d6b0
commit 4219d50445
3 changed files with 90 additions and 15 deletions

View File

@ -7,12 +7,12 @@ script = ExtResource("1_definition")
item_id = "beam_laser" item_id = "beam_laser"
display_name = "Laser wiązkowy" display_name = "Laser wiązkowy"
category = 0 category = 0
description = "Laser pulsacyjny. Każdy impuls zadaje obrażenia i zużywa 6 energii." description = "Laser pulsacyjny o bardzo dużym zasięgu. Każdy impuls zużywa 12 energii."
primary_stat = "damage" primary_stat = "damage"
primary_value = 8.0 primary_value = 8.0
stat_suffix = " DMG" stat_suffix = " DMG"
weapon_kind = 2 weapon_kind = 2
fire_interval = 0.2 fire_interval = 0.2
weapon_range = 800.0 weapon_range = 800.0
energy_cost = 6.0 energy_cost = 12.0
laser_pulse_duration = 0.08 laser_pulse_duration = 0.08

View File

@ -84,21 +84,22 @@ func _physics_process(delta: float) -> void:
and _shot_timers[slot_index] <= 0.0 and _shot_timers[slot_index] <= 0.0
and _consume_energy(definition.energy_cost) and _consume_energy(definition.energy_cost)
): ):
_fire_projectile(definition, item.get_stat_total("damage")) _fire_projectile(slot_index, definition, item.get_stat_total("damage"))
_shot_timers[slot_index] = definition.weapon_cooldown _shot_timers[slot_index] = definition.weapon_cooldown
_: _:
if _shot_timers[slot_index] <= 0.0 and _consume_energy(definition.energy_cost): if _shot_timers[slot_index] <= 0.0 and _consume_energy(definition.energy_cost):
_fire_projectile(definition, item.get_stat_total("damage")) _fire_projectile(slot_index, definition, item.get_stat_total("damage"))
_shot_timers[slot_index] = definition.fire_interval _shot_timers[slot_index] = definition.fire_interval
for slot_index in 2: for slot_index in 2:
_fire_just_pressed[slot_index] = false _fire_just_pressed[slot_index] = false
func _fire_projectile(definition: ItemDefinition, projectile_damage: float) -> void: func _fire_projectile(slot_index: int, definition: ItemDefinition, projectile_damage: float) -> void:
var direction := _aim_direction() var direction := _aim_direction()
var muzzle_position := _muzzle_position(slot_index)
var projectile := PROJECTILE_SCENE.instantiate() var projectile := PROJECTILE_SCENE.instantiate()
projectile.call( projectile.call(
"configure", "configure",
ship.global_position + direction * 30.0, muzzle_position,
direction, direction,
definition.weapon_kind, definition.weapon_kind,
definition.projectile_speed, definition.projectile_speed,
@ -106,16 +107,17 @@ func _fire_projectile(definition: ItemDefinition, projectile_damage: float) -> v
definition.weapon_range definition.weapon_range
) )
ship.get_parent().add_child(projectile) ship.get_parent().add_child(projectile)
WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), ship.global_position, definition.weapon_kind) WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), muzzle_position, definition.weapon_kind)
func _fire_laser(slot_index: int, definition: ItemDefinition, beam_damage: float) -> void: func _fire_laser(slot_index: int, definition: ItemDefinition, beam_damage: float) -> void:
var line := _laser_lines[slot_index] var line := _laser_lines[slot_index]
if _shot_timers[slot_index] > 0.0 or float(ship.get("energy")) < definition.energy_cost: if _shot_timers[slot_index] > 0.0 or float(ship.get("energy")) < definition.energy_cost:
return return
var direction := _aim_direction() var direction := _aim_direction()
var endpoint := ship.global_position + direction * definition.weapon_range var muzzle_position := _muzzle_position(slot_index)
var endpoint := muzzle_position + direction * definition.weapon_range
var query := PhysicsRayQueryParameters2D.create( var query := PhysicsRayQueryParameters2D.create(
ship.global_position, muzzle_position,
endpoint, endpoint,
RAY_COLLISION_MASK, RAY_COLLISION_MASK,
[ship.get_rid()] [ship.get_rid()]
@ -124,13 +126,13 @@ func _fire_laser(slot_index: int, definition: ItemDefinition, beam_damage: float
if not result.is_empty(): if not result.is_empty():
endpoint = result["position"] endpoint = result["position"]
line.clear_points() line.clear_points()
line.add_point(ship.global_position) line.add_point(muzzle_position)
line.add_point(endpoint) line.add_point(endpoint)
line.visible = true line.visible = true
if not _consume_energy(definition.energy_cost): if not _consume_energy(definition.energy_cost):
line.visible = false line.visible = false
return return
WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), ship.global_position, ItemDefinition.WeaponKind.LASER) WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), muzzle_position, ItemDefinition.WeaponKind.LASER)
if not result.is_empty(): if not result.is_empty():
_apply_damage(result.get("collider"), beam_damage) _apply_damage(result.get("collider"), beam_damage)
_spawn_laser_impact(endpoint) _spawn_laser_impact(endpoint)
@ -141,6 +143,12 @@ func _aim_direction() -> Vector2:
var offset := ship.get_global_mouse_position() - ship.global_position var offset := ship.get_global_mouse_position() - ship.global_position
return offset.normalized() if offset.length_squared() > 0.001 else Vector2.UP.rotated(ship.rotation) return offset.normalized() if offset.length_squared() > 0.001 else Vector2.UP.rotated(ship.rotation)
func _muzzle_position(slot_index: int) -> Vector2:
var forward := Vector2.UP.rotated(ship.rotation)
var right := Vector2.RIGHT.rotated(ship.rotation)
var side_offset := -8.0 if slot_index == 0 else 8.0
return ship.global_position + forward * 28.0 + right * side_offset
func _consume_energy(amount: float) -> bool: func _consume_energy(amount: float) -> bool:
var current_energy := float(ship.get("energy")) var current_energy := float(ship.get("energy"))
if current_energy < amount: if current_energy < amount:

View File

@ -7,9 +7,13 @@ var projectile_speed := 600.0
var damage := 1.0 var damage := 1.0
var max_range := 800.0 var max_range := 800.0
var weapon_kind := ItemDefinition.WeaponKind.PLASMA var weapon_kind := ItemDefinition.WeaponKind.PLASMA
var homing_target: Node2D
var homing_turn_speed := 3.2
var target_acquisition_range := 360.0
var _distance_travelled := 0.0 var _distance_travelled := 0.0
var _already_hit: Dictionary = {} var _already_hit: Dictionary = {}
var _impact_handled := false var _impact_handled := false
var _engine_time := 0.0
func _ready() -> void: func _ready() -> void:
body_entered.connect(_on_body_entered) body_entered.connect(_on_body_entered)
@ -22,7 +26,8 @@ func configure(
kind: int, kind: int,
speed: float, speed: float,
projectile_damage: float, projectile_damage: float,
projectile_range: float projectile_range: float,
target: Node2D = null
) -> void: ) -> void:
global_position = start_position global_position = start_position
direction = travel_direction.normalized() direction = travel_direction.normalized()
@ -30,8 +35,20 @@ func configure(
projectile_speed = speed projectile_speed = speed
damage = projectile_damage damage = projectile_damage
max_range = projectile_range max_range = projectile_range
homing_target = target
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if weapon_kind == ItemDefinition.WeaponKind.MISSILE:
if not is_instance_valid(homing_target):
homing_target = _find_enemy_in_acquisition_range()
if is_instance_valid(homing_target):
var to_target := homing_target.global_position - global_position
if to_target.length_squared() > 0.001:
var target_angle := to_target.angle()
direction = Vector2.RIGHT.rotated(rotate_toward(
direction.angle(), target_angle, homing_turn_speed * delta
))
rotation = direction.angle()
var step := projectile_speed * delta var step := projectile_speed * delta
var previous_position := global_position var previous_position := global_position
var next_position := previous_position + direction * step var next_position := previous_position + direction * step
@ -51,6 +68,23 @@ func _physics_process(delta: float) -> void:
if _distance_travelled >= max_range: if _distance_travelled >= max_range:
queue_free() queue_free()
func _process(delta: float) -> void:
if weapon_kind == ItemDefinition.WeaponKind.MISSILE:
_engine_time += delta
queue_redraw()
func _find_enemy_in_acquisition_range() -> Node2D:
var nearest_enemy: Node2D
var nearest_distance_squared := target_acquisition_range * target_acquisition_range
for candidate in get_tree().get_nodes_in_group("enemies"):
if not candidate is Node2D or candidate.is_queued_for_deletion():
continue
var distance_squared := global_position.distance_squared_to(candidate.global_position)
if distance_squared <= nearest_distance_squared:
nearest_distance_squared = distance_squared
nearest_enemy = candidate
return nearest_enemy
func _draw() -> void: func _draw() -> void:
match weapon_kind: match weapon_kind:
ItemDefinition.WeaponKind.PLASMA: ItemDefinition.WeaponKind.PLASMA:
@ -59,9 +93,42 @@ func _draw() -> void:
ItemDefinition.WeaponKind.MACHINE_GUN: ItemDefinition.WeaponKind.MACHINE_GUN:
draw_rect(Rect2(-7.0, -2.0, 14.0, 4.0), Color(1.0, 0.82, 0.38, 1.0)) draw_rect(Rect2(-7.0, -2.0, 14.0, 4.0), Color(1.0, 0.82, 0.38, 1.0))
ItemDefinition.WeaponKind.MISSILE: ItemDefinition.WeaponKind.MISSILE:
_draw_missile()
func _draw_missile() -> void:
var flicker := sin(_engine_time * 37.0) * 2.5 + sin(_engine_time * 23.0) * 1.5
var flame_tip := -20.0 - flicker
# Layered flame flickers behind the nozzle while the missile is in flight.
draw_colored_polygon(PackedVector2Array([ draw_colored_polygon(PackedVector2Array([
Vector2(10, 0), Vector2(-7, -4), Vector2(-4, 0), Vector2(-7, 4), Vector2(-7, -2.5), Vector2(-14, -4.0), Vector2(flame_tip, 0),
]), Color(1.0, 0.42, 0.2, 1.0)) Vector2(-14, 4.0), Vector2(-7, 2.5),
]), Color(1.0, 0.27, 0.045, 0.92))
draw_colored_polygon(PackedVector2Array([
Vector2(-7, -1.7), Vector2(-12, -2.2), Vector2(flame_tip + 5.0, 0),
Vector2(-12, 2.2), Vector2(-7, 1.7),
]), Color(1.0, 0.78, 0.22, 0.98))
draw_colored_polygon(PackedVector2Array([
Vector2(-7, -0.8), Vector2(-11, -1.0), Vector2(flame_tip + 10.0, 0),
Vector2(-11, 1.0), Vector2(-7, 0.8),
]), Color(0.92, 0.98, 1.0, 1.0))
# Stabilizing fins and metallic body, facing along the local +X axis.
draw_colored_polygon(PackedVector2Array([
Vector2(-5, -2.5), Vector2(-11, -7), Vector2(-10, -1.5), Vector2(-5, -1),
]), Color(0.68, 0.17, 0.12, 1.0))
draw_colored_polygon(PackedVector2Array([
Vector2(-5, 2.5), Vector2(-11, 7), Vector2(-10, 1.5), Vector2(-5, 1),
]), Color(0.68, 0.17, 0.12, 1.0))
draw_colored_polygon(PackedVector2Array([
Vector2(12, 0), Vector2(6, -3.6), Vector2(-7, -3.6),
Vector2(-10, -2.2), Vector2(-10, 2.2), Vector2(-7, 3.6), Vector2(6, 3.6),
]), Color(0.72, 0.79, 0.84, 1.0))
draw_colored_polygon(PackedVector2Array([
Vector2(12, 0), Vector2(6, -3.6), Vector2(6, 3.6),
]), Color(0.91, 0.34, 0.2, 1.0))
draw_line(Vector2(-5, -2.4), Vector2(5, -2.4), Color(0.98, 0.99, 1.0, 0.85), 1.0, true)
draw_rect(Rect2(-9.5, -1.1, 2.0, 2.2), Color(0.25, 0.31, 0.36, 1.0))
draw_circle(Vector2(1.0, 0), 1.35, Color(0.62, 0.93, 1.0, 1.0))
func _on_body_entered(body: Node2D) -> void: func _on_body_entered(body: Node2D) -> void:
_hit_target(body) _hit_target(body)