extends KinematicBody2D const km = preload("Kinematic.gd") var MissileImpact = load("res://MissileImpact.tscn") onready var sprite = get_node("Sprite") onready var ps = get_node("Particles2D") var missile_max_speed = 384 # pixels per second var missile_arrive_radius = 64 var missile_arrive_speed = 1 var missile_rot_speed = deg2rad(22.5) # degrees per second var missile_dmg = 100 var cur_kinematic var steering var s_seek var s_arrive # is dead? var is_dead = false # time to die var death_time = 1 # current timer var death_timer = 0 func _ready(): set_fixed_process(true) cur_kinematic = km.Kinematic.new(self, missile_max_speed) steering = km.Steering.new() s_seek = km.Seek.new(self) s_arrive = km.Arrive.new(self, missile_arrive_radius, missile_arrive_speed) var player = get_tree().get_root().get_node("Game/Player") s_seek.set_target(player) s_arrive.set_target(player) # base death timer on lifetime death_time = ps.get_lifetime() func on_impact(e, is_bullet): # create bullet impact var new_mi = MissileImpact.instance() # e.add_child(new_mi) get_tree().get_root().add_child(new_mi) #new_bi.set_global_pos(get_collision_pos() + velocity/2) new_mi.set_scale(Vector2(1.5, 1.5)) # when missile, larger effect new_mi.set_global_pos(get_collision_pos()) if not is_bullet: # align along "hit normal, the lazy way" new_mi.set_global_rot((-get_collision_normal()).angle()) else: new_mi.set_global_rot(get_global_rot()) new_mi.rotate(deg2rad(180)) # damage and free e.do_damage(missile_dmg) # hide missile, keep particles until dedness queue_death() func queue_death(): sprite.hide() ps.set_emitting(false) is_dead = true func _fixed_process(delta): if is_dead: death_timer += delta if death_timer >= death_time: queue_free() return s_seek.get_steering(steering) s_arrive.get_steering(steering) cur_kinematic.update(steering, delta) if is_colliding(): var e = get_collider() var e_t = e.type() if e_t == "Bullet": on_impact(e, true) elif e_t != "Missile": on_impact(e, false) func type(): return "Missile"