diff options
Diffstat (limited to 'scripts/turret.gd')
-rw-r--r-- | scripts/turret.gd | 29 |
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 + |