Files
ScrapFrontier/game/entities/weapons/tesla/abstract_tesla_projectile.gd
T
2025-12-21 01:32:30 +03:00

132 lines
3.1 KiB
GDScript

class_name AbstractTeslaProjectile
extends AbstractDirectHitProjectile
const SPIKE_WIDTH = 1
const SPIKE_MIN_LENGTH = 10.0
const SPIKE_MAX_LENGTH = 50.0
@export_range(0.01, 0.5) var jink_min_delay: float = 0.01
@export_range(0.01, 0.5) var jink_max_delay: float = 0.01
@export_range(0, 360) var deviation_angle: int = 0
@export_range(0, 1000) var no_deviation_distance: int = 0
var _collided_foes : Array[AbstractShip] = []
var _is_dead := false
var _is_expanding := true
var _removed_point_count := 0
var _spikes_by_point_count : Dictionary[int, Array] = {}
@onready var jinkTimer : Timer = $JinkTimer
@onready var lifeTimer : Timer = $LifeTimer
@onready var line : Line2D = $Line2D
func _ready() -> void:
super._ready()
_start_jink_timer()
line.reparent(get_tree().current_scene)
line.global_position = Vector2.ZERO
line.add_point(position)
func _physics_process(delta: float) -> void:
super._physics_process(delta)
if _is_dead:
line.remove_point(0)
_removed_point_count += 1
if _removed_point_count in _spikes_by_point_count:
var lines := _spikes_by_point_count[_removed_point_count]
for l : Line2D in lines:
l.queue_free()
if line.get_point_count() == 0:
delete()
if _is_expanding:
line.add_point(position)
func _process_hit_for_projectile(collided_body: Node2D) -> void:
if collided_body is AbstractShip:
_collided_foes.append(collided_body)
damage.value = floor(damage.value/2.0)
_velocity = _apply_random_deviation(_velocity)
_start_jink_timer()
func delete() -> void:
line.queue_free()
super.delete()
func _start_jink_timer() -> void:
var random_delay := randf_range(jink_min_delay, jink_max_delay)
jinkTimer.start(random_delay)
func _on_jink_timer_timeout() -> void:
var foe := _get_nearest_foe(_collided_foes)
if foe:
_target_foe(foe)
if position.distance_to(foe.position) > no_deviation_distance:
_velocity = _apply_random_deviation(_velocity)
else:
_velocity = _apply_random_deviation(_velocity)
_create_spike()
_start_jink_timer()
func _create_spike() -> void:
if _is_dead: return
var point_count := line.get_point_count()
if not point_count in _spikes_by_point_count:
_spikes_by_point_count[point_count] = []
var spike_direction := _apply_random_deviation(_velocity).normalized()
var spike_length := randf_range(SPIKE_MIN_LENGTH, SPIKE_MAX_LENGTH)
var second_point := position + spike_direction * spike_length
var spike : Line2D = line.duplicate()
get_parent().add_child(spike)
spike.clear_points()
spike.add_point(position)
spike.add_point(second_point)
spike.width = SPIKE_WIDTH
spike.width_curve = null
_spikes_by_point_count[point_count].append(spike)
func _target_foe(foe: AbstractShip) -> void:
var current_speed := _velocity.length()
var foe_direction := position.direction_to(foe.position)
_velocity = current_speed * foe_direction
func _apply_random_deviation(vector: Vector2) -> Vector2:
var deviation_rad := deg_to_rad(deviation_angle)
var random_angle := randfn(0.0, deviation_rad / 6.0)
return vector.rotated(random_angle)
func _on_life_timer_timeout() -> void:
_is_dead = true
func _on_out_of_screen_timer_timeout() -> void:
_is_expanding = false