Randoloot/scripts/game/enemy_mine.gd
2026-10-17 18:58:40 +02:00

59 lines
2.2 KiB
GDScript

extends Node2D
const ARM_TIME := 0.7
const LIFETIME := 60.0
const TRIGGER_RADIUS := 54.0
const DAMAGE_FRACTION := 0.5
const MINE_TEXTURE := preload("res://assets/other/enemy_mine.png")
var player: CharacterBody2D
var drift := Vector2.ZERO
var _age := 0.0
var _triggered := false
var _sprite: Sprite2D
func _ready() -> void:
add_to_group("enemy_mines")
z_index = 12
_sprite = Sprite2D.new()
_sprite.name = "MineArtwork"
_sprite.texture = MINE_TEXTURE
_sprite.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS
_sprite.scale = Vector2.ONE * 72.0 / maxf(MINE_TEXTURE.get_width(), MINE_TEXTURE.get_height())
add_child(_sprite)
func _physics_process(delta: float) -> void:
_age += delta
position += drift * delta
drift = drift.move_toward(Vector2.ZERO, 100.0 * delta)
if is_instance_valid(_sprite):
_sprite.rotation = _age * 0.16
_sprite.modulate = Color.WHITE if _age >= ARM_TIME else Color(0.65, 0.65, 0.7)
_sprite.modulate.a = clampf(LIFETIME - _age, 0.0, 1.0)
queue_redraw()
if _age >= LIFETIME:
queue_free()
return
if _triggered or _age < ARM_TIME or not is_instance_valid(player) or bool(player.get("_is_destroyed")):
return
if global_position.distance_to(player.global_position) <= TRIGGER_RADIUS:
_triggered = true
player.call("take_damage", float(player.get("max_hull")) * DAMAGE_FRACTION, false, DamageTypes.Type.KINETIC)
var explosion := Node2D.new()
explosion.set_script(preload("res://scripts/game/deployment_flash.gd"))
explosion.set("color", Color("ff4265"))
explosion.set("blast", true)
explosion.position = position
get_parent().add_child(explosion)
queue_free()
func _draw() -> void:
var armed := _age >= ARM_TIME
var pulse := 0.65 + 0.35 * sin(_age * 7.0)
var accent := Color("ff4265") if armed else Color("ffb45c")
var fade := clampf(LIFETIME - _age, 0.0, 1.0)
# The artwork carries the hull; soft warning rings remain visible on dark space.
draw_circle(Vector2.ZERO, 33.0, Color(accent, 0.07 * pulse * fade))
draw_circle(Vector2.ZERO, 25.0, Color(accent, 0.1 * pulse * fade))
var progress := clampf(_age / ARM_TIME, 0.0, 1.0)
draw_arc(Vector2.ZERO, 31.0, -PI * 0.5, -PI * 0.5 + TAU * progress, 64, Color(accent, (0.22 + 0.28 * pulse) * fade), 1.0, true)