Files
ScrapFrontier/game/entities/weapons/cannon/cannon_weapon.gd
T

47 lines
1.2 KiB
GDScript

extends AbstractWeapon
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var front_particles : GPUParticles2D = $ShotParticles/Front
@onready var left_particles : GPUParticles2D = $ShotParticles/Left
@onready var right_particles : GPUParticles2D = $ShotParticles/Right
@onready var shell_particles : GPUParticles2D = $ShellParticles
@onready var cooldown_timer : Timer = $CooldownTimer
@onready var muzzle : Node2D = $Muzzle
func set_belonging(belonging: Belonging) -> void:
super.set_belonging(belonging)
sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX)
func shoot(ship_velocity: Vector2) -> bool:
var is_shot := super.shoot(ship_velocity)
if is_shot:
sprite.play(PREFIXES[_belonging] + SHOT_POSTFIX)
_can_shoot = false
cooldown_timer.start()
_restart_particles()
return is_shot
func _get_projectile_position() -> Vector2:
return muzzle.position
func _restart_particles() -> void:
front_particles.restart()
left_particles.restart()
right_particles.restart()
shell_particles.restart()
func _on_animated_sprite_2d_animation_finished() -> void:
sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX)
func _on_cooldown_timer_timeout() -> void:
_can_shoot = true