Reworked weapons and projectiles
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@@ -0,0 +1,118 @@
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class_name AbstractMinelayerProjectile
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extends AbstractBlastProjectile
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enum SpriteState {
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ON,
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OFF,
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Disabled,
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}
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const OFF_TIMES = [
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1.0, 1.0, 0.5, 0.25, 0.05, 0.05, 0.05, 0.05, 0.05,
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]
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const ON_TIME = 0.05
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const SCROLL_VELOCITY = Vector2(-50, 0)
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@export var deceleration : int
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var _bodies_inside: Array[Node2D] = []
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var _current_off_time_index := 0
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var _current_sprite_state : SpriteState:
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set = _switch_sprite
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@onready var sprite_on := $Sprite2D_On
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@onready var sprite_off := $Sprite2D_Off
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@onready var sprite_on_timer := $SpriteOnTimer
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@onready var sprite_off_timer := $SpriteOffTimer
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@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
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func _ready() -> void:
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_current_sprite_state = SpriteState.OFF
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super._ready()
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func _physics_process(delta: float) -> void:
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_process_acceleration(delta)
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super._physics_process(delta)
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func _process_acceleration(delta: float) -> void:
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var delta_velocity := SCROLL_VELOCITY - _velocity
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var new_direction := delta_velocity.normalized()
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var current_deceleration := clampf(delta_velocity.length(), 0.0, deceleration * delta)
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_velocity += new_direction * current_deceleration
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func _on_blast_body_entered(body: Node2D) -> void:
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_bodies_inside.append(body)
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_current_sprite_state = SpriteState.ON
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if sprite_on_timer.is_stopped() and sprite_off_timer.is_stopped():
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sprite_on_timer.start(ON_TIME)
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func _on_blast_body_exited(body: Node2D) -> void:
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if not body in _bodies_inside: return
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_bodies_inside.erase(body)
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if _bodies_inside.size() == 0:
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_reset()
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func _on_sprite_on_timer_timeout() -> void:
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_current_off_time_index += 1
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if _current_off_time_index >= OFF_TIMES.size():
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_try_to_damage_by_blast()
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_process_hit_for_projectile(null)
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else:
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_current_sprite_state = SpriteState.OFF
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sprite_off_timer.start(OFF_TIMES[_current_off_time_index])
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func _on_sprite_off_timer_timeout() -> void:
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_current_sprite_state = SpriteState.ON
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sprite_on_timer.start(ON_TIME)
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func _reset() -> void:
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_current_sprite_state = SpriteState.OFF
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sprite_on_timer.stop()
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sprite_off_timer.stop()
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_current_off_time_index = 0
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func _switch_sprite(new_state_state: SpriteState) -> void:
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if _current_sprite_state == SpriteState.Disabled: return
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_current_sprite_state = new_state_state
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match _current_sprite_state:
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SpriteState.ON:
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sprite_on.show()
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sprite_off.hide()
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SpriteState.OFF:
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sprite_on.hide()
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sprite_off.show()
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SpriteState.Disabled:
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sprite_on.hide()
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sprite_off.hide()
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func _process_hit_for_projectile(_collided_body: Node2D) -> void:
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_current_sprite_state = SpriteState.Disabled
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explosion_particles.emitting = true
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set_physics_process(false)
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collision_mask = 0
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blast.collision_mask = 0
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func _on_explosion_particles_finished() -> void:
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queue_free()
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