ld-39-jam/Missile.gd

103 lines
2.3 KiB
GDScript

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")
onready var cs = get_node("CollisionShape2D")
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)
player.on_enemy_missile_lock(self)
connect("exit_tree", player, "on_enemy_missile_lock_lost", [self])
# base death timer on lifetime
death_time = ps.get_lifetime()
func set_velocity(vel):
cur_kinematic.velocity = vel
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)
cs.queue_free() # kill it
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"