Male poprawki
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@ -7,12 +7,12 @@ script = ExtResource("1_definition")
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item_id = "beam_laser"
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display_name = "Laser wiązkowy"
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category = 0
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description = "Laser pulsacyjny. Każdy impuls zadaje obrażenia i zużywa 6 energii."
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description = "Laser pulsacyjny o bardzo dużym zasięgu. Każdy impuls zużywa 12 energii."
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primary_stat = "damage"
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primary_value = 8.0
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stat_suffix = " DMG"
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weapon_kind = 2
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fire_interval = 0.2
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weapon_range = 800.0
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energy_cost = 6.0
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energy_cost = 12.0
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laser_pulse_duration = 0.08
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@ -84,21 +84,22 @@ func _physics_process(delta: float) -> void:
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and _shot_timers[slot_index] <= 0.0
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and _consume_energy(definition.energy_cost)
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):
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_fire_projectile(definition, item.get_stat_total("damage"))
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_fire_projectile(slot_index, definition, item.get_stat_total("damage"))
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_shot_timers[slot_index] = definition.weapon_cooldown
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_:
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if _shot_timers[slot_index] <= 0.0 and _consume_energy(definition.energy_cost):
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_fire_projectile(definition, item.get_stat_total("damage"))
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_fire_projectile(slot_index, definition, item.get_stat_total("damage"))
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_shot_timers[slot_index] = definition.fire_interval
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for slot_index in 2:
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_fire_just_pressed[slot_index] = false
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func _fire_projectile(definition: ItemDefinition, projectile_damage: float) -> void:
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func _fire_projectile(slot_index: int, definition: ItemDefinition, projectile_damage: float) -> void:
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var direction := _aim_direction()
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var muzzle_position := _muzzle_position(slot_index)
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var projectile := PROJECTILE_SCENE.instantiate()
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projectile.call(
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"configure",
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ship.global_position + direction * 30.0,
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muzzle_position,
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direction,
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definition.weapon_kind,
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definition.projectile_speed,
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@ -106,16 +107,17 @@ func _fire_projectile(definition: ItemDefinition, projectile_damage: float) -> v
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definition.weapon_range
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)
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ship.get_parent().add_child(projectile)
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WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), ship.global_position, definition.weapon_kind)
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WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), muzzle_position, definition.weapon_kind)
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func _fire_laser(slot_index: int, definition: ItemDefinition, beam_damage: float) -> void:
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var line := _laser_lines[slot_index]
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if _shot_timers[slot_index] > 0.0 or float(ship.get("energy")) < definition.energy_cost:
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return
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var direction := _aim_direction()
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var endpoint := ship.global_position + direction * definition.weapon_range
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var muzzle_position := _muzzle_position(slot_index)
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var endpoint := muzzle_position + direction * definition.weapon_range
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var query := PhysicsRayQueryParameters2D.create(
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ship.global_position,
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muzzle_position,
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endpoint,
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RAY_COLLISION_MASK,
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[ship.get_rid()]
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@ -124,13 +126,13 @@ func _fire_laser(slot_index: int, definition: ItemDefinition, beam_damage: float
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if not result.is_empty():
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endpoint = result["position"]
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line.clear_points()
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line.add_point(ship.global_position)
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line.add_point(muzzle_position)
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line.add_point(endpoint)
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line.visible = true
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if not _consume_energy(definition.energy_cost):
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line.visible = false
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return
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WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), ship.global_position, ItemDefinition.WeaponKind.LASER)
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WEAPON_AUDIO_SCRIPT.play(ship.get_parent(), muzzle_position, ItemDefinition.WeaponKind.LASER)
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if not result.is_empty():
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_apply_damage(result.get("collider"), beam_damage)
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_spawn_laser_impact(endpoint)
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@ -141,6 +143,12 @@ func _aim_direction() -> Vector2:
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var offset := ship.get_global_mouse_position() - ship.global_position
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return offset.normalized() if offset.length_squared() > 0.001 else Vector2.UP.rotated(ship.rotation)
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func _muzzle_position(slot_index: int) -> Vector2:
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var forward := Vector2.UP.rotated(ship.rotation)
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var right := Vector2.RIGHT.rotated(ship.rotation)
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var side_offset := -8.0 if slot_index == 0 else 8.0
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return ship.global_position + forward * 28.0 + right * side_offset
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func _consume_energy(amount: float) -> bool:
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var current_energy := float(ship.get("energy"))
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if current_energy < amount:
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@ -7,9 +7,13 @@ var projectile_speed := 600.0
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var damage := 1.0
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var max_range := 800.0
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var weapon_kind := ItemDefinition.WeaponKind.PLASMA
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var homing_target: Node2D
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var homing_turn_speed := 3.2
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var target_acquisition_range := 360.0
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var _distance_travelled := 0.0
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var _already_hit: Dictionary = {}
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var _impact_handled := false
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var _engine_time := 0.0
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func _ready() -> void:
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body_entered.connect(_on_body_entered)
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@ -22,7 +26,8 @@ func configure(
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kind: int,
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speed: float,
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projectile_damage: float,
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projectile_range: float
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projectile_range: float,
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target: Node2D = null
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) -> void:
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global_position = start_position
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direction = travel_direction.normalized()
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@ -30,8 +35,20 @@ func configure(
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projectile_speed = speed
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damage = projectile_damage
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max_range = projectile_range
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homing_target = target
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func _physics_process(delta: float) -> void:
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if weapon_kind == ItemDefinition.WeaponKind.MISSILE:
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if not is_instance_valid(homing_target):
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homing_target = _find_enemy_in_acquisition_range()
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if is_instance_valid(homing_target):
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var to_target := homing_target.global_position - global_position
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if to_target.length_squared() > 0.001:
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var target_angle := to_target.angle()
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direction = Vector2.RIGHT.rotated(rotate_toward(
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direction.angle(), target_angle, homing_turn_speed * delta
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))
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rotation = direction.angle()
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var step := projectile_speed * delta
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var previous_position := global_position
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var next_position := previous_position + direction * step
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@ -51,6 +68,23 @@ func _physics_process(delta: float) -> void:
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if _distance_travelled >= max_range:
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queue_free()
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func _process(delta: float) -> void:
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if weapon_kind == ItemDefinition.WeaponKind.MISSILE:
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_engine_time += delta
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queue_redraw()
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func _find_enemy_in_acquisition_range() -> Node2D:
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var nearest_enemy: Node2D
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var nearest_distance_squared := target_acquisition_range * target_acquisition_range
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for candidate in get_tree().get_nodes_in_group("enemies"):
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if not candidate is Node2D or candidate.is_queued_for_deletion():
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continue
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var distance_squared := global_position.distance_squared_to(candidate.global_position)
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if distance_squared <= nearest_distance_squared:
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nearest_distance_squared = distance_squared
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nearest_enemy = candidate
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return nearest_enemy
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func _draw() -> void:
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match weapon_kind:
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ItemDefinition.WeaponKind.PLASMA:
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@ -59,9 +93,42 @@ func _draw() -> void:
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ItemDefinition.WeaponKind.MACHINE_GUN:
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draw_rect(Rect2(-7.0, -2.0, 14.0, 4.0), Color(1.0, 0.82, 0.38, 1.0))
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ItemDefinition.WeaponKind.MISSILE:
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_draw_missile()
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func _draw_missile() -> void:
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var flicker := sin(_engine_time * 37.0) * 2.5 + sin(_engine_time * 23.0) * 1.5
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var flame_tip := -20.0 - flicker
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# Layered flame flickers behind the nozzle while the missile is in flight.
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draw_colored_polygon(PackedVector2Array([
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Vector2(10, 0), Vector2(-7, -4), Vector2(-4, 0), Vector2(-7, 4),
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]), Color(1.0, 0.42, 0.2, 1.0))
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Vector2(-7, -2.5), Vector2(-14, -4.0), Vector2(flame_tip, 0),
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Vector2(-14, 4.0), Vector2(-7, 2.5),
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]), Color(1.0, 0.27, 0.045, 0.92))
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draw_colored_polygon(PackedVector2Array([
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Vector2(-7, -1.7), Vector2(-12, -2.2), Vector2(flame_tip + 5.0, 0),
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Vector2(-12, 2.2), Vector2(-7, 1.7),
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]), Color(1.0, 0.78, 0.22, 0.98))
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draw_colored_polygon(PackedVector2Array([
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Vector2(-7, -0.8), Vector2(-11, -1.0), Vector2(flame_tip + 10.0, 0),
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Vector2(-11, 1.0), Vector2(-7, 0.8),
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]), Color(0.92, 0.98, 1.0, 1.0))
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# Stabilizing fins and metallic body, facing along the local +X axis.
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draw_colored_polygon(PackedVector2Array([
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Vector2(-5, -2.5), Vector2(-11, -7), Vector2(-10, -1.5), Vector2(-5, -1),
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]), Color(0.68, 0.17, 0.12, 1.0))
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draw_colored_polygon(PackedVector2Array([
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Vector2(-5, 2.5), Vector2(-11, 7), Vector2(-10, 1.5), Vector2(-5, 1),
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]), Color(0.68, 0.17, 0.12, 1.0))
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draw_colored_polygon(PackedVector2Array([
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Vector2(12, 0), Vector2(6, -3.6), Vector2(-7, -3.6),
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Vector2(-10, -2.2), Vector2(-10, 2.2), Vector2(-7, 3.6), Vector2(6, 3.6),
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]), Color(0.72, 0.79, 0.84, 1.0))
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draw_colored_polygon(PackedVector2Array([
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Vector2(12, 0), Vector2(6, -3.6), Vector2(6, 3.6),
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]), Color(0.91, 0.34, 0.2, 1.0))
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draw_line(Vector2(-5, -2.4), Vector2(5, -2.4), Color(0.98, 0.99, 1.0, 0.85), 1.0, true)
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draw_rect(Rect2(-9.5, -1.1, 2.0, 2.2), Color(0.25, 0.31, 0.36, 1.0))
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draw_circle(Vector2(1.0, 0), 1.35, Color(0.62, 0.93, 1.0, 1.0))
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func _on_body_entered(body: Node2D) -> void:
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_hit_target(body)
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