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extends Spatial
var _enemies_holder
var _fx_holder
var load_scenes
var shooter
var damage = 0
var aoe = 0
var slowness_effect = 0
var slowness_time = 0
var timer = 0
var time_life = 3
var speed = 7
var hit_something = false
var bounce = false
var hitlist = []
var ignore_collisions = false
func _ready():
var root = get_tree().root.get_node("world")
_enemies_holder = root.get_node("enemies")
_fx_holder = root.get_node("fx")
var _err = $Area.connect("body_entered", self, "collided")
var saveload = root.get_node("saveload")
load_scenes = saveload.get_node("load_scenes")
func bounce_physics (delta):
var forward_dir = -global_transform.basis.z.normalized()
var space: PhysicsDirectSpaceState = get_world().direct_space_state
var from = transform.origin
var to = transform.origin + forward_dir * speed * delta
var mask = 0b0101
var result = space.intersect_ray(from, to, [], mask)
if result.size() > 0:
hitlist.clear()
var bounced = forward_dir.bounce(result.normal).normalized()
var z = -bounced;
var x = bounced.cross(result.normal).normalized();
var y = x.cross(z).normalized();
var basis = Basis(x, y, z);
global_transform.basis = basis
forward_dir = -global_transform.basis.z.normalized()
var dist = transform.origin.distance_to(result.position)
transform.origin = result.position
var amt = speed * delta - dist
global_translate(forward_dir * amt)
else:
global_translate(forward_dir * speed * delta)
func _physics_process(delta):
timer += delta
if timer >= time_life:
if aoe > 0: explode()
queue_free()
return
if bounce:
bounce_physics(delta)
else:
var forward_dir = -global_transform.basis.z.normalized()
global_translate(forward_dir * speed * delta)
func explode ():
var space = get_world().direct_space_state
var shape = SphereShape.new()
shape.radius = aoe
var params: = PhysicsShapeQueryParameters.new()
params.set_shape(shape)
params.collision_mask = 0b1000
params.transform = transform
var result = space.intersect_shape(params)
for body in result:
apply_damage(body.collider.get_parent().name)
var fx_ex = load_scenes.fx_explosion.instance()
fx_ex.transform = transform
fx_ex.transform.basis = fx_ex.transform.basis.scaled(Vector3.ONE * aoe)
fx_ex.time_life = 0.2
_fx_holder.add_child(fx_ex)
func collided(body):
var parent = body.get_parent()
if parent == shooter: return
if parent in hitlist: return
if hit_something == false:
var groups = parent.get_groups()
## TODO design? aoe damages twice: on hit and aoe
if "enemies" in groups: apply_damage(parent.name)
if aoe > 0: explode()
if !bounce:
hit_something = true
if aoe > 0: explode()
queue_free()
else:
hitlist.append(parent)
func apply_damage (enemyname):
_enemies_holder.damage(enemyname, damage, slowness_effect, slowness_time)
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