Added gatling gun and railgun
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@@ -0,0 +1,91 @@
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class_name AbstractProjectile
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extends CharacterBody2D
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const PLAYER_LAYER = 2
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const ENEMY_LAYER = 4
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const PLAYER_PROJECTILE_LAYER = 8
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const ENEMY_PROJECTILE_LAYER = 16
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const PROJECTILE_BORDER_LAYER = 32
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signal destroyed
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@export var damage : int
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@export var speed : int
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@export var direction : Vector2
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@export var acceleration : int
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@export var max_distance : int
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@export var max_livetime : int
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@export var collide_player: bool:
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set(value):
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collide_player = value
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_apply_collision_mask()
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get:
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return collide_player
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@export var collide_enemies: bool:
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set(value):
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collide_enemies = value
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_apply_collision_mask()
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get:
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return collide_enemies
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var _traveled_distance: float
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var _livetime: float
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func _ready() -> void:
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velocity = direction.normalized() * speed
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_apply_collision_mask()
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func _physics_process(_delta: float) -> void:
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var was_collided := move_and_slide()
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if was_collided:
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destroyed.emit()
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queue_free()
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func process_acceleration(delta: float) -> void:
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var current_acceleration := acceleration * delta
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if current_acceleration > 0:
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velocity += velocity.normalized() * current_acceleration
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elif current_acceleration < 0:
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if velocity.length() > current_acceleration:
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velocity += velocity.normalized() * current_acceleration
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else:
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velocity = Vector2.ZERO
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func process_distance(delta: float) -> void:
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_traveled_distance += velocity.length() * delta
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if max_distance > 0 and _traveled_distance > max_distance:
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destroyed.emit()
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func process_livetime(delta: float) -> void:
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_livetime += delta
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if _livetime > max_livetime:
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destroyed.emit()
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func _apply_collision_mask() -> void:
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collision_mask |= PROJECTILE_BORDER_LAYER
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if collide_player:
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collision_layer |= ENEMY_PROJECTILE_LAYER
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collision_mask |= PLAYER_LAYER
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else:
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collision_layer &= ~ENEMY_PROJECTILE_LAYER
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collision_mask &= ~PLAYER_LAYER
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if collide_enemies:
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collision_layer |= PLAYER_PROJECTILE_LAYER
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collision_mask |= ENEMY_LAYER
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else:
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collision_layer &= ~PLAYER_PROJECTILE_LAYER
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collision_mask &= ~ENEMY_LAYER
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