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