Added Shrapnel textures
This commit is contained in:
@@ -1 +1,62 @@
|
||||
extends AbstractWeapon
|
||||
|
||||
|
||||
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
|
||||
@onready var cooldown_timer : Timer = $CooldownTimer
|
||||
@onready var shot_particles : GPUParticles2D = $ShotParticles
|
||||
@onready var shell_particles : GPUParticles2D = $ShellParticles
|
||||
|
||||
|
||||
func set_belonging(belonging: Belonging) -> void:
|
||||
super.set_belonging(belonging)
|
||||
|
||||
_init_particles()
|
||||
|
||||
sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX)
|
||||
|
||||
|
||||
func shoot(ship_velocity: Vector2) -> bool:
|
||||
var is_shot := super.shoot(ship_velocity)
|
||||
if is_shot:
|
||||
sprite.play(PREFIXES[_belonging] + SHOT_POSTFIX)
|
||||
_can_shoot = false
|
||||
cooldown_timer.start()
|
||||
_restart_particles()
|
||||
|
||||
return is_shot
|
||||
|
||||
|
||||
func _init_particles() -> void:
|
||||
const SHOT_OFFSET_X = 11
|
||||
const SHELL_OFFSET_X = -8
|
||||
const SHELL_OFFSET_Y = 1
|
||||
|
||||
|
||||
match _belonging:
|
||||
Belonging.PLAYER:
|
||||
shot_particles.process_material.emission_shape_offset.x = SHOT_OFFSET_X
|
||||
shot_particles.process_material.direction = Vector3.RIGHT
|
||||
|
||||
shell_particles.process_material.emission_shape_offset.x = SHELL_OFFSET_X
|
||||
shell_particles.process_material.emission_shape_offset.y = SHELL_OFFSET_Y
|
||||
shell_particles.process_material.direction = Vector3.UP
|
||||
Belonging.ENEMY:
|
||||
shot_particles.process_material.emission_shape_offset.x = -SHOT_OFFSET_X
|
||||
shot_particles.process_material.direction = Vector3.LEFT
|
||||
|
||||
shell_particles.process_material.emission_shape_offset.x = -SHELL_OFFSET_X
|
||||
shell_particles.process_material.emission_shape_offset.y = -SHELL_OFFSET_Y
|
||||
shell_particles.process_material.direction = Vector3.DOWN
|
||||
|
||||
|
||||
func _restart_particles() -> void:
|
||||
shot_particles.restart()
|
||||
shell_particles.restart()
|
||||
|
||||
|
||||
func _on_animated_sprite_2d_animation_finished() -> void:
|
||||
sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX)
|
||||
|
||||
|
||||
func _on_cooldown_timer_timeout() -> void:
|
||||
_can_shoot = true
|
||||
|
||||
Reference in New Issue
Block a user