111 lines
3.4 KiB
GDScript
111 lines
3.4 KiB
GDScript
extends Area2D
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const IMPACT_EFFECT_SCENE := preload("res://scenes/game/impact_effect.tscn")
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var direction := Vector2.UP
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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 _distance_travelled := 0.0
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var _already_hit: Dictionary = {}
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var _impact_handled := false
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func _ready() -> void:
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body_entered.connect(_on_body_entered)
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area_entered.connect(_on_area_entered)
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rotation = direction.angle()
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func configure(
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start_position: Vector2,
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travel_direction: Vector2,
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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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) -> void:
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global_position = start_position
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direction = travel_direction.normalized()
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weapon_kind = kind
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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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func _physics_process(delta: float) -> void:
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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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var query := PhysicsRayQueryParameters2D.create(
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previous_position,
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next_position,
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collision_mask,
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[get_rid()]
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)
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var result := get_world_2d().direct_space_state.intersect_ray(query)
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if not result.is_empty():
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global_position = result["position"]
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_hit_target(result.get("collider"))
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return
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global_position = next_position
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_distance_travelled += step
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if _distance_travelled >= max_range:
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queue_free()
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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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draw_circle(Vector2.ZERO, 6.0, Color(0.3, 0.85, 1.0, 0.95))
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draw_circle(Vector2.ZERO, 3.0, Color(0.85, 0.98, 1.0, 1.0))
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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_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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func _on_body_entered(body: Node2D) -> void:
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_hit_target(body)
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func _on_area_entered(area: Area2D) -> void:
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_hit_target(area)
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func _hit_target(target: Node) -> void:
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if _impact_handled:
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return
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_impact_handled = true
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var is_explosion := weapon_kind == ItemDefinition.WeaponKind.MISSILE
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_spawn_impact_effect(is_explosion)
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if weapon_kind == ItemDefinition.WeaponKind.MISSILE:
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_explode_at_target(target)
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else:
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_apply_damage_once(target)
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queue_free()
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func _spawn_impact_effect(is_explosion: bool) -> void:
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var effect := IMPACT_EFFECT_SCENE.instantiate() as Node2D
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effect.global_position = global_position
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get_parent().add_child(effect)
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var effect_color := Color(1.0, 0.48, 0.22) if is_explosion else Color(1.0, 0.78, 0.38)
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effect.call("configure", is_explosion, effect_color)
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func _explode_at_target(impact_target: Node) -> void:
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_apply_damage_once(impact_target)
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var explosion_shape := CircleShape2D.new()
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explosion_shape.radius = 120.0
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var query := PhysicsShapeQueryParameters2D.new()
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query.shape = explosion_shape
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query.transform = Transform2D(0.0, global_position)
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query.collision_mask = 4 # Enemy physics layer 3.
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for result in get_world_2d().direct_space_state.intersect_shape(query, 32):
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_apply_damage_once(result.get("collider"))
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func _apply_damage_once(target: Variant) -> void:
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if not (target is Node):
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return
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var instance_id: int = target.get_instance_id()
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if _already_hit.has(instance_id):
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return
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_already_hit[instance_id] = true
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if target.has_method("take_damage"):
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target.call("take_damage", damage)
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