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-rw-r--r--scripts/turret.gd29
1 files changed, 20 insertions, 9 deletions
diff --git a/scripts/turret.gd b/scripts/turret.gd
index a9dfb74..fd44ce0 100644
--- a/scripts/turret.gd
+++ b/scripts/turret.gd
@@ -2,6 +2,7 @@ extends Spatial
var _path : Node
var _enemies : Node
+var _fx_holder : Node
var _projectiles_holder : Node
var _enemies_holder : Node
@@ -27,6 +28,7 @@ func _ready():
_enemies = root.get_node("enemies")
_projectiles_holder = root.get_node("projectiles")
_enemies_holder = root.find_node("enemies")
+ _fx_holder = root.find_node("fx")
projectile = load("res://scenes/projectiles/bullet.tscn")
ray = load("res://scenes/projectiles/ray.tscn")
@@ -81,7 +83,7 @@ func get_target():
else: return null
func _physics_process(delta):
- if !info.has("damage"): return
+ if !info.has("projectile"): return
if !_enemies.enemies.has(_target):
_target = null
@@ -93,6 +95,8 @@ func _physics_process(delta):
_target = get_target()
_target = get_target()
+
+ var turn_speed = info.get("turn_speed", 0)
if _target != null:
var enemy = _enemies.node_from_id(_target)
@@ -112,14 +116,14 @@ func _physics_process(delta):
var base_basis = base.global_transform.basis.get_rotation_quat()
var base_angle = base_basis.angle_to(base_rot)
if base_angle > 0.01:
- var base_amt = (info.turn_speed * delta) / base_angle
+ var base_amt = (turn_speed * delta) / base_angle
base_amt = min(1, base_amt)
base.global_transform.basis = Basis(base_basis.slerp(Basis(base_rot), base_amt))
var gun_basis = gun.transform.basis.get_rotation_quat()
var gun_angle = gun_basis.angle_to(gun_rot)
if gun_angle > 0.01:
- var gun_amt = (info.turn_speed * delta) / gun_angle
+ var gun_amt = (turn_speed * delta) / gun_angle
gun_amt = min(1, gun_amt)
gun.transform.basis = Basis(gun_basis.slerp(Basis(gun_rot), gun_amt))
@@ -142,7 +146,7 @@ func spread (amt : int) -> Array:
return dirs
func shoot ():
- if info.projectile.amount > 1:
+ if info.projectile.get("amount", 1) > 1:
for dir in spread(info.projectile.amount):
shoot_switch(dir)
else:
@@ -160,9 +164,13 @@ func shoot_bullet (dir : Basis, bounce = false):
instance.transform.basis = dir
instance.transform.origin = _shooting_point - dir.z*0.3;
instance.shooter = self
- instance.damage = info.damage
- instance.speed = info.projectile.speed
+ instance.damage = info.projectile.get("damage", 0)
+ instance.speed = info.projectile.get("speed", 0)
instance.bounce = bounce
+ instance.aoe = info.projectile.get("area_of_effect", 0)
+ instance.slowness_effect = info.projectile.get("slowness_effect", 0)
+ instance.slowness_time = info.projectile.get("slowness_time", 0)
+ instance.time_life = info.projectile.get("lifetime", 3)
func shoot_ray (dir : Basis):
var space: PhysicsDirectSpaceState = get_world().direct_space_state
@@ -175,14 +183,17 @@ func shoot_ray (dir : Basis):
var parent = result.collider.get_parent()
var groups = parent.get_groups()
if "enemies" in groups:
- _enemies_holder.damage(parent.name, info.damage)
+ var dam = info.projectile.get("damage", 0)
+ var eff = info.projectile.get("slowness_effect", 0)
+ var tim = info.projectile.get("slowness_time", 0)
+ _enemies_holder.damage(parent.name, dam, eff, tim)
var distance = result.position.distance_to(from)
var instance = ray.instance()
- instance.ignore_collisions = true
- _projectiles_holder.add_child(instance)
+ _fx_holder.add_child(instance)
instance.transform.origin = _shooting_point - dir.z*0.3;
instance.transform.basis = dir
instance.transform.basis.z *= distance
instance.time_life = 0.05
+