Files
GodotTest/scripts/Projectile.gd
2025-05-13 13:29:35 +02:00

69 lines
2.1 KiB
GDScript

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