Files
ScrapFrontier/game/entities/weapons/launcher/launcher_weapon.gd
T

68 lines
1.4 KiB
GDScript

extends AbstractWeapon
@onready var player_sprite : Sprite2D = $PlayerSprite
@onready var enemy_sprite : Sprite2D = $EnemySprite
@onready var cooldown_timer : Timer = $CooldownTimer
@onready var particles : Array[GPUParticles2D] = [
$RightParticles, $LeftParticles,
]
var _particles_index := 0
@onready var muzzles : Array[Node2D] = [
$RightMuzzle, $LeftMuzzle,
]
var _muzzle_index := 0
func set_belonging(belonging: Belonging) -> void:
super.set_belonging(belonging)
match _belonging:
Belonging.PLAYER:
player_sprite.show()
enemy_sprite.hide()
Belonging.ENEMY:
player_sprite.hide()
enemy_sprite.show()
func shoot(ship_velocity: Vector2) -> bool:
var is_shot := super.shoot(ship_velocity)
if is_shot:
_can_shoot = false
cooldown_timer.start()
_restart_particles()
return is_shot
func _restart_particles() -> void:
var particle : GPUParticles2D = null
particle = _get_particle()
if particle != null:
particle.restart()
func _get_projectile_position() -> Vector2:
var projectile_position := muzzles[_muzzle_index].position
_muzzle_index += 1
if _muzzle_index >= muzzles.size():
_muzzle_index = 0
return projectile_position
func _get_particle() -> GPUParticles2D:
var particle := particles[_particles_index]
_particles_index += 1
if _particles_index >= particles.size():
_particles_index = 0
return particle
func _on_cooldown_timer_timeout() -> void:
_can_shoot = true