extends Area2D const IMPACT_EFFECT_SCENE := preload("res://scenes/game/impact_effect.tscn") var direction := Vector2.UP var projectile_speed := 600.0 var damage := 1.0 var max_range := 800.0 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 _already_hit: Dictionary = {} var _impact_handled := false var _engine_time := 0.0 var _smoke_emission_timer := 0.0 var _smoke_puffs: Array[Dictionary] = [] func _ready() -> void: body_entered.connect(_on_body_entered) area_entered.connect(_on_area_entered) rotation = direction.angle() func configure( start_position: Vector2, travel_direction: Vector2, kind: int, speed: float, projectile_damage: float, projectile_range: float, target: Node2D = null ) -> void: global_position = start_position direction = travel_direction.normalized() weapon_kind = kind projectile_speed = speed damage = projectile_damage max_range = projectile_range homing_target = target 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 previous_position := global_position var next_position := previous_position + direction * step var query := PhysicsRayQueryParameters2D.create( previous_position, next_position, collision_mask, [get_rid()] ) var result := get_world_2d().direct_space_state.intersect_ray(query) if not result.is_empty(): global_position = result["position"] _hit_target(result.get("collider")) return global_position = next_position _distance_travelled += step if _distance_travelled >= max_range: queue_free() func _process(delta: float) -> void: if weapon_kind == ItemDefinition.WeaponKind.MISSILE: _engine_time += delta _smoke_emission_timer += delta while _smoke_emission_timer >= 0.028: _smoke_emission_timer -= 0.028 _spawn_smoke_puff() _update_smoke_puffs(delta) queue_redraw() func _spawn_smoke_puff() -> void: if _smoke_puffs.size() >= 64: return var side := Vector2(-direction.y, direction.x) _smoke_puffs.append({ "position": global_position - direction * 8.0, "velocity": direction * projectile_speed * 0.12 + side * randf_range(-9.0, 9.0), "age": 0.0, "life": randf_range(0.45, 0.75), "size": randf_range(3.0, 5.0), }) func _update_smoke_puffs(delta: float) -> void: for puff_index in range(_smoke_puffs.size() - 1, -1, -1): var puff := _smoke_puffs[puff_index] puff["position"] = puff["position"] + puff["velocity"] * delta puff["age"] = float(puff["age"]) + delta _smoke_puffs[puff_index] = puff if float(puff["age"]) >= float(puff["life"]): _smoke_puffs.remove_at(puff_index) 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: if weapon_kind == ItemDefinition.WeaponKind.MISSILE: _draw_missile_smoke() match weapon_kind: ItemDefinition.WeaponKind.PLASMA: draw_circle(Vector2.ZERO, 6.0, Color(0.3, 0.85, 1.0, 0.95)) draw_circle(Vector2.ZERO, 3.0, Color(0.85, 0.98, 1.0, 1.0)) ItemDefinition.WeaponKind.MACHINE_GUN: draw_rect(Rect2(-7.0, -2.0, 14.0, 4.0), Color(1.0, 0.82, 0.38, 1.0)) ItemDefinition.WeaponKind.MISSILE: _draw_missile() func _draw_missile_smoke() -> void: for puff in _smoke_puffs: var progress := clampf(float(puff["age"]) / float(puff["life"]), 0.0, 1.0) var fade := 1.0 - progress var puff_position: Vector2 = to_local(puff["position"]) var puff_size := float(puff["size"]) * (0.8 + progress * 0.75) draw_circle(puff_position, puff_size, Color(0.46, 0.58, 0.67, fade * 0.2)) draw_circle(puff_position, puff_size * 0.48, Color(0.67, 0.75, 0.8, fade * 0.12)) 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 exhaust uses tapered strokes so it flickers without polygon artifacts. draw_line(Vector2(-8, 0), Vector2(flame_tip, 0), Color(1.0, 0.27, 0.045, 0.8), 6.0, true) draw_line(Vector2(-8, 0), Vector2(flame_tip * 0.72, 0), Color(1.0, 0.78, 0.22, 0.95), 3.4, true) draw_line(Vector2(-8, 0), Vector2(flame_tip * 0.42, 0), Color(0.92, 0.98, 1.0, 1.0), 1.6, true) # Stabilizing fins and metallic body, facing along the local +X axis. draw_line(Vector2(-5, -2.5), Vector2(-11, -7), Color(0.68, 0.17, 0.12, 1.0), 2.2, true) draw_line(Vector2(-11, -7), Vector2(-9, -1.8), Color(0.68, 0.17, 0.12, 1.0), 2.2, true) draw_line(Vector2(-5, 2.5), Vector2(-11, 7), Color(0.68, 0.17, 0.12, 1.0), 2.2, true) draw_line(Vector2(-11, 7), Vector2(-9, 1.8), Color(0.68, 0.17, 0.12, 1.0), 2.2, true) draw_rect(Rect2(-8, -3.5, 14, 7), Color(0.72, 0.79, 0.84, 1.0), true) draw_rect(Rect2(3, -2.2, 3, 4.4), Color(0.91, 0.34, 0.2, 1.0), true) draw_line(Vector2(6, -3.5), Vector2(12, 0), Color(0.91, 0.34, 0.2, 1.0), 2.6, true) draw_line(Vector2(12, 0), Vector2(6, 3.5), Color(0.91, 0.34, 0.2, 1.0), 2.6, true) draw_line(Vector2(-5, -2.4), Vector2(2, -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: _hit_target(body) func _on_area_entered(area: Area2D) -> void: _hit_target(area) func _hit_target(target: Node) -> void: if _impact_handled: return _impact_handled = true var is_explosion := weapon_kind == ItemDefinition.WeaponKind.MISSILE _spawn_impact_effect(is_explosion) if weapon_kind == ItemDefinition.WeaponKind.MISSILE: _explode_at_target(target) else: _apply_damage_once(target) queue_free() func _spawn_impact_effect(is_explosion: bool) -> void: var effect := IMPACT_EFFECT_SCENE.instantiate() as Node2D effect.global_position = global_position get_parent().add_child(effect) var effect_color := Color(1.0, 0.48, 0.22) if is_explosion else Color(1.0, 0.78, 0.38) effect.call("configure", is_explosion, effect_color) func _explode_at_target(impact_target: Node) -> void: _apply_damage_once(impact_target) var explosion_shape := CircleShape2D.new() explosion_shape.radius = 120.0 var query := PhysicsShapeQueryParameters2D.new() query.shape = explosion_shape query.transform = Transform2D(0.0, global_position) query.collision_mask = 4 # Enemy physics layer 3. for result in get_world_2d().direct_space_state.intersect_shape(query, 32): _apply_damage_once(result.get("collider")) func _apply_damage_once(target: Variant) -> void: if not (target is Node): return var instance_id: int = target.get_instance_id() if _already_hit.has(instance_id): return _already_hit[instance_id] = true if target.has_method("take_damage"): target.call("take_damage", damage)