Many changes
Handle it
This commit is contained in:
parent
bf09402bc5
commit
214e0aa5e0
366 changed files with 24353 additions and 2096 deletions
85
player/weapons/ranged_weapon.gd
Normal file
85
player/weapons/ranged_weapon.gd
Normal file
|
|
@ -0,0 +1,85 @@
|
|||
class_name RangedWeapon extends Node2D
|
||||
|
||||
signal projectile_spawned(projectile)
|
||||
|
||||
@export var projectile_scene: PackedScene
|
||||
|
||||
# Base stats - will be modified by modifiers
|
||||
var base_stats = {
|
||||
"damage": 10.0,
|
||||
"fire_rate": 2.0, # Shots per second
|
||||
"projectile_speed": 500.0,
|
||||
"projectile_size": 1.0,
|
||||
"projectile_lifetime": 5.0,
|
||||
"max_pierce": 0
|
||||
}
|
||||
|
||||
# Components
|
||||
var stats: ModifierManager
|
||||
var can_fire: bool = true
|
||||
var fire_timer: Timer
|
||||
|
||||
func _init() -> void:
|
||||
stats = ModifierManager.new(base_stats)
|
||||
Log.pr(stats)
|
||||
add_child(stats)
|
||||
|
||||
func _ready():
|
||||
# Connect to stats updated signal
|
||||
stats.connect("stats_updated", _on_stats_updated)
|
||||
|
||||
# Setup fire timer
|
||||
fire_timer = Timer.new()
|
||||
add_child(fire_timer)
|
||||
fire_timer.one_shot = true
|
||||
fire_timer.connect("timeout", _on_fire_timer_timeout)
|
||||
|
||||
# Initial update
|
||||
_on_stats_updated()
|
||||
|
||||
func fire(direction: Vector2):
|
||||
if !can_fire:
|
||||
return
|
||||
|
||||
_spawn_projectile(global_position, direction)
|
||||
|
||||
can_fire = false
|
||||
fire_timer.start(1.0 / stats.get_stat("fire_rate"))
|
||||
|
||||
func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
|
||||
var projectile = projectile_scene.instantiate()
|
||||
projectile.global_position = spawn_position
|
||||
projectile.direction = spawn_direction
|
||||
|
||||
# Apply stats to projectile
|
||||
projectile.speed = stats.get_stat("projectile_speed")
|
||||
projectile.damage = stats.get_stat("damage")
|
||||
projectile.lifetime = stats.get_stat("projectile_lifetime")
|
||||
projectile.pierce_count = stats.get_stat("max_pierce")
|
||||
projectile.source_weapon = self
|
||||
|
||||
# Apply size (scale)
|
||||
var size = stats.get_stat("projectile_size")
|
||||
projectile.scale = Vector2(size, size)
|
||||
|
||||
# Allow modifiers to directly modify the projectile
|
||||
for modifier in stats.modifiers:
|
||||
modifier.modify_projectile(projectile)
|
||||
|
||||
get_tree().root.add_child(projectile)
|
||||
projectile.emit_signal("on_spawned", projectile)
|
||||
emit_signal("projectile_spawned", projectile)
|
||||
|
||||
func add_modifier(modifier: Modifier):
|
||||
stats.add_modifier(modifier)
|
||||
|
||||
func remove_modifier(modifier_id: String):
|
||||
stats.remove_modifier(modifier_id)
|
||||
|
||||
func _on_stats_updated():
|
||||
# Update any visual components based on new stats
|
||||
# For example, if weapon appearance changes based on damage/fire rate
|
||||
pass
|
||||
|
||||
func _on_fire_timer_timeout():
|
||||
can_fire = true
|
||||
Loading…
Add table
Add a link
Reference in a new issue