Reworked weapons and projectiles

This commit is contained in:
2025-12-20 18:35:27 +03:00
parent 2ecc53416a
commit 8227e8bcf3
312 changed files with 2466 additions and 1376 deletions
+6 -41
View File
@@ -9,22 +9,11 @@ const ENEMY_PROJECTILE_LAYER = 16
@export_range(0, 1000) var speed : int = 0
@export var direction : Vector2
var direction : Vector2
var ship_velocity: Vector2
var collide_players: bool:
set(value):
collide_players = value
_apply_collision_mask()
var collide_enemies: bool:
set(value):
collide_enemies = value
_apply_collision_mask()
var _velocity: Vector2
@@ -35,34 +24,12 @@ var _velocity: Vector2
func _ready() -> void:
_velocity = direction.normalized() * speed + ship_velocity
_update_collision_rotation(_velocity)
_apply_collision_mask()
func _physics_process(delta: float) -> void:
position += _velocity * delta
func _apply_collision_mask() -> void:
_apply_collision_mask_to_area(self)
func _apply_collision_mask_to_area(area: Area2D) -> void:
if collide_players:
area.collision_layer |= ENEMY_PROJECTILE_LAYER
area.collision_mask |= PLAYER_LAYER
else:
area.collision_layer &= ~ENEMY_PROJECTILE_LAYER
area.collision_mask &= ~PLAYER_LAYER
if collide_enemies:
area.collision_layer |= PLAYER_PROJECTILE_LAYER
area.collision_mask |= ENEMY_LAYER
else:
area.collision_layer &= ~PLAYER_PROJECTILE_LAYER
area.collision_mask &= ~ENEMY_LAYER
func _update_collision_rotation(velocity: Vector2) -> void:
collision.rotation = velocity.angle() - 0.5 * PI
@@ -107,16 +74,14 @@ func _get_nearest_foe(filter: Array[AbstractShip] = []) -> AbstractShip:
func _get_foes(filter: Array[AbstractShip] = []) -> Array[AbstractShip]:
var foes : Array[AbstractShip] = []
var flags_by_group : Dictionary[String, bool] = {
"enemies": collide_enemies,
"players": collide_players,
}
var groups : Array[String] = [ "enemies", "players" ]
for group in flags_by_group:
if not flags_by_group[group]: continue
for group in groups:
var nodes := get_tree().get_nodes_in_group(group)
for node in nodes:
if not node in filter:
if not node is AbstractShip: continue
var ship := node as AbstractShip
if collision_mask & ship.collision_layer and not node in filter:
foes.append(node)
return foes