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68
scripts/Projectile.gd
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68
scripts/Projectile.gd
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extends RigidBody2D
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var MissileSprite: Texture2D = load("res://resources/img/missile-placeholder.png")
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var BulletSprite: Texture2D = load("res://resources/img/bullet-placeholder.png")
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var bodies_in_area: Array = []
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var sprite_type: int
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var speed: float = GLOBAL.DEF_SPEED
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var armed: bool = false
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func _ready():
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self.gravity_scale = 0.0
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self.physics_material_override.friction = 0.0
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self.contact_monitor = true
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self.max_contacts_reported = 1
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func setup(sprite_type: int, speed: float) -> void:
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self.sprite_type = sprite_type
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self.speed = speed
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if sprite_type == GLOBAL.SpriteType.BULLET:
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$Mask/Sprite2D.set_texture(self.BulletSprite)
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self.armed = true
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$ExplosionArea/ExplosionShape.disabled = false
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else:
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$Mask/Sprite2D.set_texture(self.MissileSprite)
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func shoot(at: Vector2) -> void:
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var direction = (at - self.global_position)
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self.linear_velocity = at * speed
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func shoot_missile(at: Vector2) -> void:
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var direction = (at - self.global_position)
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self.apply_central_force(at * GLOBAL.MISSILE_SPEED["max"])
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func set_random_color() -> void:
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$Mask.set_random_color()
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func update_collision_layer() -> void:
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if $Mask.highlighted:
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self.set_collision_layer_value(GLOBAL.HIGH_COLLISION, 1)
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self.set_collision_mask_value(GLOBAL.HIGH_COLLISION, 1)
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$ExplosionArea.set_collision_layer_value(GLOBAL.HIGH_COLLISION, 1)
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$ExplosionArea.set_collision_mask_value(GLOBAL.HIGH_COLLISION, 1)
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else:
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self.set_collision_layer_value(GLOBAL.LOW_COLLISION, 1)
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self.set_collision_mask_value(GLOBAL.LOW_COLLISION, 1)
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$ExplosionArea.set_collision_layer_value(GLOBAL.LOW_COLLISION, 1)
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$ExplosionArea.set_collision_mask_value(GLOBAL.LOW_COLLISION, 1)
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# --- Signals ---
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func _on_VisibilityNotifier2D_screen_exited():
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self.queue_free()
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func _on_Projectile_body_entered(body: PhysicsBody2D):
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if armed:
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for missile in bodies_in_area:
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missile.queue_free()
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self.queue_free()
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func _on_ExplosionArea_body_entered(body: PhysicsBody2D):
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if armed and body.get_node("Mask").highlighted == $Mask.highlighted:
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bodies_in_area.push_front(body)
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func _on_ExplosionArea_body_exited(body: PhysicsBody2D):
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if armed:
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bodies_in_area.erase(body)
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