Reworked weapons and projectiles
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@@ -0,0 +1,57 @@
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class_name AbstractLauncherWeapon
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extends AbstractWeapon
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@onready var cooldown_timer : Timer = $CooldownTimer
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var _particles_index := 0
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var _muzzle_index := 0
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@onready var particles : Array[GPUParticles2D] = [
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$LeftParticles, $RightParticles,
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]
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@onready var muzzles : Array[Node2D] = [
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$Muzzle, $SecondMuzzle,
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]
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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_can_shoot = false
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cooldown_timer.start()
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_restart_particles()
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return is_shot
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func _restart_particles() -> void:
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var particle : GPUParticles2D = null
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particle = _get_particle()
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if particle != null:
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particle.restart()
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func _get_projectile_position() -> Vector2:
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var projectile_position := muzzles[_muzzle_index].global_position - global_position
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_muzzle_index += 1
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if _muzzle_index >= muzzles.size():
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_muzzle_index = 0
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return projectile_position
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func _get_particle() -> GPUParticles2D:
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var particle := particles[_particles_index]
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_particles_index += 1
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if _particles_index >= particles.size():
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_particles_index = 0
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return particle
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func _on_cooldown_timer_timeout() -> void:
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_can_shoot = true
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