1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
extends Node
var _path
var _enemy_blue
var _dissolve_mat : ShaderMaterial
var _fx_holder
var _fx_enemy_damage
var _shapes = {}
var serial_enemy = 0
var enemies = {}
func _ready():
_fx_holder = get_tree().root.get_child(0).find_node("fx")
_path = get_tree().root.get_child(0).find_node("path")
_dissolve_mat = load("res://shaders/dissolve_mat.tres")
_enemy_blue = load("res://scenes/enemy.tscn")
_fx_enemy_damage = load("res://scenes/fx/enemy_damage.tscn")
load_shapes()
func load_shapes():
_shapes = {}
var dir = Directory.new()
dir.open("res://models/shapes")
dir.list_dir_begin(true)
var shape = dir.get_next()
while shape != "":
if (shape.ends_with(".glb")):
var model = load("res://models/shapes/" + shape)
var sname = shape.substr(0, shape.length()-4)
_shapes[sname] = model
shape = dir.get_next()
func spawn():
var instance = _enemy_blue.instance()
add_child(instance)
instance.transform.origin = _path.nodes[0].transform.origin;
instance.name = str(serial_enemy)
var instance_model = _shapes[_shapes.keys()[randi() % _shapes.size()]].instance()
instance.add_child(instance_model)
var axis : Vector3 = Quat(Vector3(0, randf()*TAU, 0)) * Vector3.RIGHT
enemies[serial_enemy] = {
"cur": 0, "hp": 10, "rel": 0, "ops": instance_model.name,
"axis": [axis.x, axis.y, axis.z] }
serial_enemy += 1
func node_from_id (id):
return get_node(str(id))
func _physics_process(delta):
var delist = []
for child in get_children():
var id = str(child.name).to_int()
var enemy = enemies[id]
if enemy.hp <= 0:
if enemy.ops == "T":
delist.append(id)
enemy.rel = 0
continue
else:
child.get_node(enemy.ops).queue_free()
enemy.ops = enemy.ops.substr(1, enemy.ops.length()-1)
enemy.hp = 10
var instance_model = _shapes[enemy.ops].instance()
child.add_child(instance_model)
var speed = 1
enemy.rel += speed * delta
while enemy.rel > 1:
enemy.rel -= 1
enemy.cur += 1
var destination = enemy.cur+1
if destination >= _path.nodes.size():
delist.append(id)
enemy.rel = 0
continue
var from = _path.nodes[enemy.cur].transform.origin
var to = _path.nodes[destination].transform.origin
child.transform.origin = lerp(from, to, enemy.rel)
var axis = Vector3(enemy.axis[0], enemy.axis[1], enemy.axis[2])
child.transform.basis = child.transform.basis.rotated(axis, delta)
for id in delist:
get_node(str(id)).queue_free()
enemies.erase(id)
func damage(name):
var id = int(name)
var enemy = enemies[id]
enemies[id].hp -= 1
fx_damage(name)
func fx_damage(name):
var id = int(name)
var enemy = enemies[id]
var instance = _fx_enemy_damage.instance()
_fx_holder.add_child(instance)
var node = node_from_id(id)
instance.transform = node.transform;
instance.refresh_basis()
var instance_model = _shapes[enemy["ops"]].instance()
instance.add_child(instance_model)
instance.refresh_shader(_dissolve_mat.duplicate())
|