Fixed distance calculation for Blast

This commit is contained in:
2025-11-17 15:59:31 +03:00
parent cf7e6d13ef
commit 713ab82660
+23 -3
View File
@@ -22,13 +22,33 @@ func get_damage_to(body: Node2D) -> AbstractDamage:
var damage_dub := damage.duplicate()
var factor := _get_damage_factor(distance)
damage_dub.value = damage_dub.value * factor
damage_dub.value = round(damage_dub.value * factor)
return damage_dub
func _get_distance_to(body: Node2D) -> float:
return global_position.distance_to(body.global_position)
if not shape: return INF
#TODO optimize by binary search
for radius in range(shape.radius + 1):
var query := PhysicsShapeQueryParameters2D.new()
var circle_shape := CircleShape2D.new()
circle_shape.radius = radius
query.shape = circle_shape
query.transform = Transform2D(0, global_position)
query.collide_with_areas = false
query.collide_with_bodies = true
query.collision_mask = collision_mask
query.exclude = [self]
var space_state := get_world_2d().direct_space_state
var results := space_state.intersect_shape(query)
for result in results:
if result["collider"] == body:
return radius
return INF
func _get_damage_factor(distance: float) -> float: