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

54 lines
1.1 KiB
GDScript

class_name LauncherProjectile
extends AbstractProjectile
@export_range(0, 360) var rotation_speed: int
@onready var sprites : Array[Sprite2D] = [
$Sprite2D_E, $Sprite2D_SE, $Sprite2D_S, $Sprite2D_SW,
$Sprite2D_W, $Sprite2D_NW, $Sprite2D_N, $Sprite2D_NE,
]
var target : AbstractShip = null
func _ready() -> void:
_acquire_target()
super._ready()
_update_sprite(_velocity)
func _physics_process(delta: float) -> void:
_apply_homing_guidance(delta)
super._physics_process(delta)
func _acquire_target() -> void:
target = _get_nearest_foe([])
func _apply_homing_guidance(delta: float) -> void:
if not target: return
var max_rotation_speed := deg_to_rad(rotation_speed) * delta
var angle := (_velocity + position - target.position).angle()
_velocity = _velocity.rotated(angle)
_update_sprite(_velocity)
func _update_sprite(velocity: Vector2) -> void:
var sector := 360.0 / sprites.size()
var angle := rad_to_deg(velocity.angle())
var bisector := floori(angle + sector * 0.5)
var index := floori(posmod(bisector, 360) / sector)
for sprite in sprites:
sprite.hide()
sprites[index].show()