Randoloot/scripts/game/weapon_projectile.gd
2026-10-09 20:59:55 +02:00

203 lines
7.5 KiB
GDScript

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)