Reworked health indicator. Added blink charge indicator

This commit is contained in:
2025-12-10 13:37:47 +03:00
parent a324e73b4b
commit 37d1289e2e
17 changed files with 181 additions and 110 deletions
+23 -3
View File
@@ -4,31 +4,51 @@ extends AbstractShip
const ENEMY_LAYER = 4
const BLINK_CHARGE_MAXIMUM = 3.0
@export_range(0, 200) var blink_range := 0
@onready var blink_timer : Timer = $BlinkTimer
var blink_charge: float:
set(value):
blink_charge = value
if blink_charge_indicator != null:
blink_charge_indicator.value = blink_charge
@onready var blink_shadow : GPUParticles2D = $BlinkShadow
@onready var blink_charge_indicator : BlinkChargeIndicator = $BlinkChargeIndicator
func _ready() -> void:
super._ready()
blink_charge_indicator.maximum = BLINK_CHARGE_MAXIMUM
blink_charge = BLINK_CHARGE_MAXIMUM
for weapon_position in weapon_positions:
var weapon : AbstractWeapon = WEAPONS.pick_random().instantiate()
_add_weapon(weapon, weapon_position)
func _physics_process(delta: float) -> void:
super._physics_process(delta)
if blink_charge < BLINK_CHARGE_MAXIMUM:
blink_charge += delta
blink_charge_indicator.value = blink_charge
func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
super._add_weapon(weapon, weapon_position)
weapon.set_belonging(AbstractWeapon.Belonging.PLAYER)
func _blink(direction: Vector2) -> void:
if not blink_timer.is_stopped(): return
if blink_charge < BLINK_CHARGE_MAXIMUM: return
blink_timer.start()
blink_charge = 0
var shadow : GPUParticles2D = blink_shadow.duplicate()
var process_material : ParticleProcessMaterial = shadow.process_material