56 lines
2.0 KiB
GDScript
56 lines
2.0 KiB
GDScript
extends Node2D
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const ARM_TIME := 0.7
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const LIFETIME := 60.0
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const TRIGGER_RADIUS := 54.0
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var player: CharacterBody2D
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var drift := Vector2.ZERO
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var _age := 0.0
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var _triggered := false
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func _ready() -> void:
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add_to_group("enemy_mines")
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z_index = 12
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func _physics_process(delta: float) -> void:
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_age += delta
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position += drift * delta
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drift = drift.move_toward(Vector2.ZERO, 100.0 * delta)
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queue_redraw()
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if _age >= LIFETIME:
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queue_free()
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return
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if _triggered or _age < ARM_TIME or not is_instance_valid(player) or bool(player.get("_is_destroyed")):
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return
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if global_position.distance_to(player.global_position) <= TRIGGER_RADIUS:
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_triggered = true
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player.call("take_damage", float(player.get("max_hull")) * 0.05, false, DamageTypes.Type.KINETIC)
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var explosion := Node2D.new()
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explosion.set_script(preload("res://scripts/game/deployment_flash.gd"))
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explosion.set("color", Color("ff4265"))
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explosion.set("blast", true)
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explosion.position = position
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get_parent().add_child(explosion)
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queue_free()
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func _draw() -> void:
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var armed := _age >= ARM_TIME
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var pulse := 0.65 + 0.35 * sin(_age * 7.0)
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var accent := Color("ff4265") if armed else Color("ffb45c")
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var fade := clampf(LIFETIME - _age, 0.0, 1.0)
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draw_circle(Vector2.ZERO, 30.0, Color(accent, 0.08 * pulse * fade))
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var shell := PackedVector2Array()
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for index in 16:
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var radius := 24.0 if index % 2 == 0 else 13.0
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shell.append(Vector2.from_angle(TAU * index / 16.0) * radius)
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draw_colored_polygon(shell, Color("292236") * Color(1, 1, 1, fade))
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var outline := shell.duplicate()
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outline.append(shell[0])
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draw_polyline(outline, Color(accent, 0.9 * fade), 1.5, true)
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draw_circle(Vector2.ZERO, 10.0, Color("13101e") * Color(1, 1, 1, fade))
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draw_arc(Vector2.ZERO, 11.0, 0.0, TAU, 32, Color(accent, fade), 2.0, true)
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for index in 3:
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var direction := Vector2.from_angle(-PI * 0.5 + TAU * index / 3.0)
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draw_line(direction * 4.0, direction * 8.0, Color(accent, pulse * fade), 2.5, true)
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draw_circle(Vector2.ZERO, 3.0, Color(accent, pulse * fade))
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