Fixed rocket homing
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@@ -25,27 +25,30 @@ func _physics_process(delta: float) -> void:
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func _acquire_target() -> void:
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target = _get_nearest_foe([])
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target = _get_nearest_foe()
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func _apply_homing_guidance(delta: float) -> void:
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if not target: return
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var max_rotation_speed := deg_to_rad(rotation_speed) * delta
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var max_angle_change := deg_to_rad(rotation_speed) * delta
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var angle := (_velocity + position - target.position).angle()
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var current_angle := _velocity.angle()
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var target_angle := (target.position - position).angle()
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_velocity = _velocity.rotated(angle)
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var angle_diff := wrapf(target_angle - current_angle, -PI, PI)
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var angle_change := clampf(angle_diff, -max_angle_change, max_angle_change)
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_velocity = _velocity.rotated(angle_change)
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_update_sprite(_velocity)
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func _update_sprite(velocity: Vector2) -> void:
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var sector := 360.0 / sprites.size()
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var angle := rad_to_deg(velocity.angle())
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var bisector := floori(angle + sector * 0.5)
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var sector := TAU / sprites.size()
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var angle := velocity.angle()
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var bisector := angle + sector * 0.5
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var index := floori(posmod(bisector, 360) / sector)
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var index := floori(fposmod(bisector, TAU) / sector)
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for sprite in sprites:
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sprite.hide()
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