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ScrapFrontier/game/entities/ships/player/player_ship.gd
T

65 lines
1.6 KiB
GDScript

class_name PlayerShip
extends AbstractShip
const ENEMY_LAYER = 4
const BLINK_CHARGE_MAXIMUM = 3.0
@export_range(0, 200) var blink_range := 0
var blink_charge: float:
set(value):
blink_charge = value
if blink_charge_indicator != null:
blink_charge_indicator.value = blink_charge
@onready var blink_shadow : GPUParticles2D = $BlinkShadow
@onready var blink_charge_indicator : BlinkChargeIndicator = $BlinkChargeIndicator
func _ready() -> void:
super._ready()
blink_charge_indicator.maximum = BLINK_CHARGE_MAXIMUM
blink_charge = BLINK_CHARGE_MAXIMUM
for weapon_position in weapon_positions:
var weapon : AbstractWeapon = WEAPONS.pick_random().instantiate()
_add_weapon(weapon, weapon_position)
func _physics_process(delta: float) -> void:
super._physics_process(delta)
if blink_charge < BLINK_CHARGE_MAXIMUM:
blink_charge += delta
blink_charge_indicator.value = blink_charge
func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
super._add_weapon(weapon, weapon_position)
weapon.set_belonging(AbstractWeapon.Belonging.PLAYER)
func _blink(direction: Vector2) -> void:
if blink_charge < BLINK_CHARGE_MAXIMUM: return
blink_charge = 0
var shadow : GPUParticles2D = blink_shadow.duplicate()
var process_material : ParticleProcessMaterial = shadow.process_material
process_material.direction = Vector3(direction.x, direction.y, 0)
shadow.emitting = true
shadow.global_position = global_position
get_tree().current_scene.add_child(shadow)
shadow.finished.connect(shadow.queue_free)
collision_mask &= ~ENEMY_LAYER
move_and_collide(direction * blink_range)
collision_mask |= ENEMY_LAYER