Files
ScrapFrontier/game/entities/weapons/minelayer/minelayer_projectile.gd
T

120 lines
2.7 KiB
GDScript

class_name MinelayerProjectile
extends BlastProjectile
@export var deceleration : int
@onready var sprite_on := $Sprite2D_On
@onready var sprite_off := $Sprite2D_Off
@onready var livetime_timer := $LivetimeTimer
@onready var sprite_on_timer := $SpriteOnTimer
@onready var sprite_off_timer := $SpriteOffTimer
@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
const OFF_TIMES = [
1.0, 1.0, 0.5, 0.25, 0.05, 0.05, 0.05, 0.05, 0.05,
]
const ON_TIME = 0.05
const SCROLL_VELOCITY = Vector2(-50, 0)
enum SpriteState {
ON,
OFF,
Disabled,
}
var _bodies_inside: Array[Node2D] = []
var _current_off_time_index := 0
var _current_sprite_state : SpriteState:
set = _switch_sprite
func _ready() -> void:
_current_sprite_state = SpriteState.OFF
super._ready()
func _physics_process(delta: float) -> void:
_process_acceleration(delta)
super._physics_process(delta)
func _process_acceleration(delta: float) -> void:
var delta_velocity := SCROLL_VELOCITY - _velocity
var new_direction := delta_velocity.normalized()
var current_deceleration := clampf(delta_velocity.length(), 0.0, deceleration * delta)
_velocity += new_direction * current_deceleration
func _on_blast_body_entered(body: Node2D) -> void:
_bodies_inside.append(body)
_current_sprite_state = SpriteState.ON
if sprite_on_timer.is_stopped() and sprite_off_timer.is_stopped():
sprite_on_timer.start(ON_TIME)
func _on_blast_body_exited(body: Node2D) -> void:
if not body in _bodies_inside: return
_bodies_inside.erase(body)
if _bodies_inside.size() == 0:
_reset()
func _on_sprite_on_timer_timeout() -> void:
_current_off_time_index += 1
if _current_off_time_index >= OFF_TIMES.size():
_try_to_damage_by_blast()
_process_hit_for_projectile(null)
else:
_current_sprite_state = SpriteState.OFF
sprite_off_timer.start(OFF_TIMES[_current_off_time_index])
func _on_sprite_off_timer_timeout() -> void:
_current_sprite_state = SpriteState.ON
sprite_on_timer.start(ON_TIME)
func _reset() -> void:
_current_sprite_state = SpriteState.OFF
sprite_on_timer.stop()
sprite_off_timer.stop()
_current_off_time_index = 0
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()
SpriteState.OFF:
sprite_on.hide()
sprite_off.show()
SpriteState.Disabled:
sprite_on.hide()
sprite_off.hide()
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()