Files
ScrapFrontier/game/entities/weapons/tesla/abstract_tesla_projectile.gd
T
2026-01-05 19:12:50 +03:00

151 lines
3.7 KiB
GDScript

class_name AbstractTeslaProjectile
extends AbstractDirectHitProjectile
@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 _current_line: Line2D
var _audio_player: AudioStreamPlayer2D
@onready var jink_timer : Timer = $JinkTimer
@onready var life_timer : Timer = $LifeTimer
@onready var line_thin : Line2D = $LineThin
@onready var line_thick : Line2D = $LineThick
func _ready() -> void:
super._ready()
_start_jink_timer()
line_thin.hide()
_current_line = line_thick
_current_line.add_point(position)
_prepare_line(line_thin)
_prepare_line(line_thick)
var stream : AudioStream = SoundManager.sfx_weapon_tesla_shot
_audio_player = SoundManager.play_sfx_stream(stream, global_position)
func _prepare_line(line: Line2D) -> void:
line.reparent(get_tree().current_scene)
line.global_position = Vector2.ZERO
func _process(_delta: float) -> void:
_update_line_points()
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)
if damage.value == 0:
_start_fading()
collision_layer = 0
collision_mask = 0
_velocity = _apply_random_deviation(_velocity)
_start_jink_timer()
func delete() -> void:
line_thin.queue_free()
line_thick.queue_free()
super.delete()
func _on_out_of_screen_timer_timeout() -> void:
_start_fading()
func _update_line_points() -> void:
_current_line.add_point(position)
if weapon != null:
var points := _move_points_follow_weapon(_current_line.points)
_current_line.clear_points()
for point : Vector2 in points:
_current_line.add_point(point)
func _move_points_follow_weapon(points: PackedVector2Array) -> Array[Vector2]:
var new_points : Array[Vector2] = []
var new_point := weapon.global_position
for i in range(points.size() - 1):
new_points.append(new_point)
var distance_old := points[i].distance_to(points[i+1])
var distance_new := new_points[i].distance_to(points[i+1])
var distance := distance_old - (distance_old - distance_new)/2
new_point = new_points[i] + points[i].direction_to(points[i+1]) * distance
new_points.append(points[points.size()-1])
return new_points
func _start_jink_timer() -> void:
var random_delay := randf_range(jink_min_delay, jink_max_delay)
jink_timer.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)
_start_jink_timer()
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)
return vector.rotated(random_angle)
func _start_fading() -> void:
line_thick.hide()
line_thin.show()
line_thin.clear_points()
for point in line_thick.points:
line_thin.add_point(point)
_current_line = line_thin
life_timer.start()
if _audio_player.playing:
var old_volume := _audio_player.volume_linear
var tween := create_tween()
tween.tween_property(_audio_player, "volume_linear", 0, life_timer.wait_time)
tween.finished.connect(func() -> void:
_audio_player.stop();
_audio_player.volume_linear = old_volume
)
func _on_life_timer_timeout() -> void:
delete()