90 lines
2.3 KiB
GDScript
90 lines
2.3 KiB
GDScript
extends AbstractWeapon
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@onready var player_sprite : Sprite2D = $PlayerSprite
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@onready var enemy_sprite : Sprite2D = $EnemySprite
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@onready var cooldown_timer : Timer = $CooldownTimer
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@onready var player_particles : Array[GPUParticles2D] = [
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$ShotProjectiles/PlayerRightParticles, $ShotProjectiles/PlayerLeftParticles,
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]
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@onready var enemy_particles : Array[GPUParticles2D] = [
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$ShotProjectiles/EnemyRightParticles, $ShotProjectiles/EnemyLeftParticles,
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]
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var _particles_index := 0
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const PLAYER_PROJECTILE_POSITIONS : Array[Vector2] = [
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Vector2(4, 3), Vector2(4, -3),
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]
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const ENEMY_PROJECTILE_POSITIONS : Array[Vector2] = [
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Vector2(-4, 3), Vector2(-4, -3),
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]
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var _projectile_position_index := 0
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func set_belonging(belonging: Belonging) -> void:
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super.set_belonging(belonging)
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match _belonging:
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Belonging.PLAYER:
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player_sprite.show()
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enemy_sprite.hide()
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Belonging.ENEMY:
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player_sprite.hide()
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enemy_sprite.show()
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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_can_shoot = false
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cooldown_timer.start()
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_restart_particles()
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return is_shot
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func _restart_particles() -> void:
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var particle : GPUParticles2D = null
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match _belonging:
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Belonging.PLAYER:
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particle = _get_particle_from_array(player_particles)
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Belonging.ENEMY:
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particle = _get_particle_from_array(enemy_particles)
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if particle != null:
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particle.restart()
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func _get_projectile_position() -> Vector2:
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var projectile_position : Vector2
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match _belonging:
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Belonging.PLAYER:
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projectile_position = _get_projectile_position_from_array(PLAYER_PROJECTILE_POSITIONS)
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Belonging.ENEMY:
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projectile_position = _get_projectile_position_from_array(ENEMY_PROJECTILE_POSITIONS)
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return projectile_position
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func _get_particle_from_array(array: Array[GPUParticles2D]) -> GPUParticles2D:
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var particle := array[_particles_index]
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_particles_index += 1
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if _particles_index >= array.size():
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_particles_index = 0
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return particle
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func _get_projectile_position_from_array(array: Array[Vector2]) -> Vector2:
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var projectile_position := array[_projectile_position_index]
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_projectile_position_index += 1
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if _projectile_position_index >= array.size():
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_projectile_position_index = 0
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return projectile_position
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func _on_cooldown_timer_timeout() -> void:
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_can_shoot = true
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