Files
ScrapFrontier/game/entities/weapons/cannon/cannon_weapon.gd
T
2025-11-24 14:41:30 +03:00

85 lines
2.9 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
func set_belonging(belonging: Belonging) -> void:
super.set_belonging(belonging)
_init_particles()
sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX)
func _init_particles() -> void:
const FRONT_OFFSET_X = 12
const SIDE_OFFSET_X = 6
const SIDE_OFFSET_Y = 5
const SHELL_OFFSET_X = -10
const SHELL_OFFSET_Y = 2
match _belonging:
Belonging.PLAYER:
front_particles.process_material.emission_shape_offset.x = FRONT_OFFSET_X
front_particles.process_material.direction = Vector3.RIGHT
left_particles.process_material.emission_shape_offset.x = SIDE_OFFSET_X
left_particles.process_material.emission_shape_offset.y = -SIDE_OFFSET_Y
left_particles.process_material.direction = Vector3.DOWN + Vector3.LEFT
right_particles.process_material.emission_shape_offset.x = SIDE_OFFSET_X
right_particles.process_material.emission_shape_offset.y = SIDE_OFFSET_Y
right_particles.process_material.direction = Vector3.UP + Vector3.LEFT
shell_particles.process_material.emission_shape_offset.x = SHELL_OFFSET_X
shell_particles.process_material.emission_shape_offset.y = SHELL_OFFSET_Y
shell_particles.process_material.direction = Vector3.UP
Belonging.ENEMY:
front_particles.process_material.emission_shape_offset.x = -FRONT_OFFSET_X
front_particles.process_material.direction = Vector3.LEFT
left_particles.process_material.emission_shape_offset.x = -SIDE_OFFSET_X
left_particles.process_material.emission_shape_offset.y = -SIDE_OFFSET_Y
left_particles.process_material.direction = Vector3.DOWN + Vector3.RIGHT
right_particles.process_material.emission_shape_offset.x = -SIDE_OFFSET_X
right_particles.process_material.emission_shape_offset.y = SIDE_OFFSET_Y
right_particles.process_material.direction = Vector3.UP + Vector3.RIGHT
shell_particles.process_material.emission_shape_offset.x = -SHELL_OFFSET_X
shell_particles.process_material.emission_shape_offset.y = -SHELL_OFFSET_Y
shell_particles.process_material.direction = Vector3.DOWN
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 _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