Files

62 lines
1.4 KiB
GDScript

class_name Blast
extends Area2D
const FALLOFF_FACTOR = 3
@export var damage : AbstractDamage
@export var shape : CircleShape2D
@onready var collision : CollisionShape2D = $CollisionShape2D
func _ready() -> void:
if collision and shape:
collision.shape = shape
func get_damage_to(body: Node2D) -> AbstractDamage:
var distance := _get_distance_to(body)
var damage_dub := damage.duplicate()
var factor := _get_damage_factor(distance)
damage_dub.value = round(damage_dub.value * factor)
return damage_dub
func _get_distance_to(body: Node2D) -> float:
if not shape: return INF
var space_state := get_world_2d().direct_space_state
var query := PhysicsShapeQueryParameters2D.new()
var circle_shape := CircleShape2D.new()
query.shape = circle_shape
query.transform = Transform2D(0, global_position)
query.collide_with_areas = false
query.collide_with_bodies = true
query.collision_mask = collision_mask
query.exclude = [self]
#TODO optimize by binary search
for radius in range(shape.radius + 1):
circle_shape.radius = radius
var results := space_state.intersect_shape(query)
for result in results:
if result["collider"] == body:
return radius
return INF
func _get_damage_factor(distance: float) -> float:
if not shape: return 0.0
var coef := distance / shape.radius
if coef > 1:
return 0.0
return 1 - coef * coef * coef