Files
ScrapFrontier/game/entities/weapons/abstract_weapon.gd
T
2025-11-29 16:15:42 +03:00

74 lines
1.7 KiB
GDScript

class_name AbstractWeapon
extends Node2D
enum Belonging { PLAYER, ENEMY }
enum Type { NONE, SHORT_RANGE, MEDIUM_RANGE, LONG_RANGE, HOMING, MINES }
@export_range(1, 100) var bullet_per_shot : int = 1
@export_range(0, 360) var sector_angle : int = 0
@export var Projectile : PackedScene
@export var type := Type.NONE
@onready var muzzle : Node2D = $Muzzle
const PREFIXES := {
Belonging.PLAYER: "player",
Belonging.ENEMY: "enemy",
}
const SHOT_POSTFIX = "_shot"
const IDLE_POSTFIX = "_idle"
const RELOAD_POSTFIX = "_reloading"
var _belonging: Belonging
var _can_shoot := true
func set_belonging(belonging: Belonging) -> void:
_belonging = belonging
func shoot(ship_velocity: Vector2) -> bool:
if not _can_shoot: return false
for i in range(bullet_per_shot):
var projectile := _create_projectile(ship_velocity)
projectile.global_position = global_position + _get_projectile_position()
get_tree().current_scene.add_child(projectile)
return true
func _get_projectile_position() -> Vector2:
return muzzle.global_position - global_position
func _create_projectile(ship_velocity: Vector2) -> AbstractProjectile:
var projectile : AbstractProjectile = Projectile.instantiate()
projectile.global_position = global_position
projectile.ship_velocity = ship_velocity
match _belonging:
Belonging.PLAYER:
projectile.direction = Vector2.RIGHT
projectile.collide_enemies = true
Belonging.ENEMY:
projectile.direction = Vector2.LEFT
projectile.collide_players = true
if sector_angle > 0:
var sector_rad := deg_to_rad(sector_angle)
var random_angle := randfn(0.0, sector_rad / 6.0)
projectile.direction = projectile.direction.rotated(random_angle)
return projectile