2017-07-30 19:46:44 +01:00
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extends KinematicBody2D
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2017-08-11 22:10:43 +01:00
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var BulletImpact = load("res://BulletImpact.tscn")
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2017-07-30 21:25:42 +01:00
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var velocity = Vector2(1, 0)
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var lifetime = 16 # seconds
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2017-08-11 22:50:56 +01:00
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var bullet_dmg = 25
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2017-08-11 22:10:43 +01:00
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2017-07-30 21:25:42 +01:00
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onready var sprite = get_node("Sprite")
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2017-07-30 19:46:44 +01:00
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func _ready():
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set_fixed_process(true)
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2017-08-11 22:50:56 +01:00
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2017-07-30 21:49:58 +01:00
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func fire(delta, vel, dir, speed):
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2017-07-30 22:47:29 +01:00
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velocity = (vel.length() * dir + (dir * speed * delta))
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2017-08-11 20:59:26 +01:00
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sprite.set_rot(dir.angle())
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2017-08-01 22:28:11 +01:00
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func type():
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2017-08-09 21:54:24 +01:00
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return "Bullet"
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2017-08-11 22:10:43 +01:00
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2017-08-12 18:23:11 +01:00
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func do_damage(v):
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lifetime = 0
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2017-08-11 22:10:43 +01:00
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func on_impact(e):
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# create bullet impact
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var new_bi = BulletImpact.instance()
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e.add_child(new_bi)
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# get_tree().get_root().add_child(new_bi)
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2017-08-12 15:45:22 +01:00
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#new_bi.set_global_pos(get_collision_pos() + velocity/2)
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new_bi.set_global_pos(get_collision_pos())
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2017-08-11 22:10:43 +01:00
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# align along "hit normal, the lazy way"
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new_bi.set_global_rot((-get_collision_normal()).angle())
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# new_bi.rotate(deg2rad(180))
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# damage and free
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e.do_damage(bullet_dmg)
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queue_free()
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2017-07-30 22:47:29 +01:00
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2017-07-30 19:46:44 +01:00
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func _fixed_process(delta):
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2017-08-01 22:28:11 +01:00
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2017-07-30 21:49:58 +01:00
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move(velocity)
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2017-07-30 21:25:42 +01:00
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lifetime -= delta
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2017-08-01 22:28:11 +01:00
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if is_colliding():
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var e = get_collider()
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2017-08-12 15:45:22 +01:00
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var e_t = e.type()
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if e_t == "Asteroid" or e_t == "Enemy" or e_t == "PowerStation":
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2017-08-11 22:10:43 +01:00
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on_impact(e)
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2017-08-01 22:28:11 +01:00
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2017-07-30 21:25:42 +01:00
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if lifetime <= 0:
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2017-07-30 21:49:58 +01:00
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queue_free()
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