Added ExplosionParticles

This commit is contained in:
2025-11-24 16:40:43 +03:00
parent ce33ff76e8
commit 98294afeab
9 changed files with 216 additions and 18 deletions
@@ -18,18 +18,21 @@ const OFF_TIMES = [
const ON_TIME = 0.05
enum Sprite {
enum SpriteState {
ON,
OFF,
Disabled,
}
var _bodies_inside: Array[Node2D] = []
var current_off_time_index := 0
var _current_off_time_index := 0
var _current_sprite_state : SpriteState:
set = _switch_sprite
func _ready() -> void:
_switch_sprite(Sprite.OFF)
_current_sprite_state = SpriteState.OFF
super._ready()
@@ -52,7 +55,7 @@ func _on_livetime_timer_timeout() -> void:
func _on_blast_body_entered(body: Node2D) -> void:
_bodies_inside.append(body)
_switch_sprite(Sprite.ON)
_current_sprite_state = SpriteState.ON
if sprite_on_timer.is_stopped() and sprite_off_timer.is_stopped():
sprite_on_timer.start(ON_TIME)
@@ -67,33 +70,55 @@ func _on_blast_body_exited(body: Node2D) -> void:
func _on_sprite_on_timer_timeout() -> void:
current_off_time_index += 1
_current_off_time_index += 1
if current_off_time_index >= OFF_TIMES.size():
if _current_off_time_index >= OFF_TIMES.size():
_try_to_damage_by_blast()
_process_hit_for_projectile(null)
else:
_switch_sprite(Sprite.OFF)
sprite_off_timer.start(OFF_TIMES[current_off_time_index])
_current_sprite_state = SpriteState.OFF
sprite_off_timer.start(OFF_TIMES[_current_off_time_index])
func _on_sprite_off_timer_timeout() -> void:
_switch_sprite(Sprite.ON)
_current_sprite_state = SpriteState.ON
sprite_on_timer.start(ON_TIME)
func _reset() -> void:
_switch_sprite(Sprite.OFF)
_current_sprite_state = SpriteState.OFF
sprite_on_timer.stop()
sprite_off_timer.stop()
current_off_time_index = 0
_current_off_time_index = 0
func _switch_sprite(sprite: Sprite) -> void:
match sprite:
Sprite.ON:
func _switch_sprite(new_state_state: SpriteState) -> void:
if _current_sprite_state == SpriteState.Disabled: return
_current_sprite_state = new_state_state
match _current_sprite_state:
SpriteState.ON:
sprite_on.show()
sprite_off.hide()
Sprite.OFF:
SpriteState.OFF:
sprite_on.hide()
sprite_off.show()
SpriteState.Disabled:
sprite_on.hide()
sprite_off.hide()
@onready var sprite : Sprite2D = $Sprite2D
@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
func _process_hit_for_projectile(_collided_body: Node2D) -> void:
_current_sprite_state = SpriteState.Disabled
explosion_particles.emitting = true
set_physics_process(false)
collision_mask = 0
blast.collision_mask = 0
func _on_explosion_particles_finished() -> void:
queue_free()