AbstractProjectile reworked to Projectile
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@@ -7,7 +7,6 @@
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script = ExtResource("1_3a8sv")
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[node name="Ship" parent="." instance=ExtResource("2_ktqbp")]
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motion_mode = 1
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size = Vector2(48, 32)
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acceleration = 46
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deceleration = 23
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@@ -1,9 +0,0 @@
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@abstract
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class_name AbstractProjectile
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extends Node
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@export var bullet_velocity : int
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@export var bullet_acceleration : int
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@export var distance : int
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@export var bullet_max_livetime : int
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@@ -0,0 +1,10 @@
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[gd_scene load_steps=2 format=3 uid="uid://cnoiv8hdgossf"]
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[ext_resource type="Script" uid="uid://ctmjb3nkxrepu" path="res://game/entities/weapons/projectiles/projectile.gd" id="1_2ltai"]
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[node name="GatlingProjectile" type="CharacterBody2D"]
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script = ExtResource("1_2ltai")
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damage = 6
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speed = 600
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direction = Vector2(1, 0)
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metadata/_custom_type_script = "uid://ctmjb3nkxrepu"
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@@ -0,0 +1,51 @@
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class_name ProjectileMover
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extends Node
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signal destroyed
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@export var damage : int
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@export var speed : int
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@export var direction : Vector2
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@export var acceleration : int
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@export var max_distance : int
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@export var max_livetime : int
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var velocity : Vector2:
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set(value):
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pass
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get:
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return _velocity
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var _velocity : Vector2
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var _traveled_distance: float
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var _livetime: float
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func _ready() -> void:
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_velocity = direction.normalized() * speed
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func process_acceleration(delta: float) -> void:
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var current_acceleration := acceleration * delta
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if current_acceleration > 0:
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_velocity += _velocity.normalized() * current_acceleration
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elif current_acceleration < 0:
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if _velocity.length() > current_acceleration:
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_velocity += _velocity.normalized() * current_acceleration
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else:
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_velocity = Vector2.ZERO
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func process_distance(delta: float) -> void:
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_traveled_distance += _velocity.length() * delta
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if max_distance > 0 and _traveled_distance > max_distance:
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destroyed.emit()
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func process_livetime(delta: float) -> void:
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_livetime += delta
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if _livetime > max_livetime:
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destroyed.emit()
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