Adds lightning projectile

Implements a lightning projectile with visual effects.
The lightning is created using a series of bolt components that dynamically adjust their shape.
Also refactors the projectile system to use a base class.

Removes unused modifiers from player script.
This commit is contained in:
Dan Baker 2025-05-05 16:42:51 +01:00
parent ff62d67f54
commit d0c2a7b3c8
12 changed files with 239 additions and 103 deletions

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extends Node2D
var goal_point: Vector2 = Vector2(100, 100)
var min_segment_size: float = 2
var max_segment_size: float = 10
var points: Array = []
var emitting = true
var final_goal: Vector2
@export var angle_var: float = 15
@onready var line: Line2D = $Line2D
func _ready():
Log.pr("Bolt!")
line.width = 2
final_goal = goal_point - global_position
$Timer.start(randf_range(0.1, 0.5))
func _on_timer_timeout():
Log.pr("Timer timeout")
if (points.size() > 0):
points.pop_front()
line.points = points
#Small variation for more organic look:
$Timer.start(0.002 + randf_range(-0.001, 0.001))
elif (emitting):
update_points()
line.points = points
$Timer.start(0.1 + randf_range(-0.02, 0.1))
func update_points():
final_goal = goal_point - global_position
var curr_line_len = 0
points = [Vector2()]
var start_point = Vector2()
min_segment_size = max(Vector2().distance_to(final_goal) / 40, 1)
max_segment_size = min(Vector2().distance_to(final_goal) / 20, 10)
while (curr_line_len < Vector2().distance_to(final_goal)):
var move_vector = start_point.direction_to(final_goal) * randf_range(min_segment_size, max_segment_size)
var new_point = start_point + move_vector
var new_point_rotated = start_point + move_vector.rotated(deg_to_rad(randf_range(-angle_var, angle_var)))
points.append(new_point_rotated)
start_point = new_point
curr_line_len = start_point.length()
points.append(final_goal)
func set_line_width(amount):
line.width = amount

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uid://bshl5y6qhgv2b

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[gd_scene load_steps=4 format=3 uid="uid://cafaf3en63bp6"]
[ext_resource type="Script" uid="uid://bshl5y6qhgv2b" path="res://assets/projectiles/components/bolt.gd" id="1_rrby1"]
[sub_resource type="Curve" id="Curve_sbfhf"]
_data = [Vector2(0.0154639, 0.409091), 0.0, 0.0, 0, 0, Vector2(0.448454, 0.981818), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="Gradient" id="Gradient_rrby1"]
offsets = PackedFloat32Array(0.0264901, 0.0993377, 0.84106, 1)
colors = PackedColorArray(1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0.865385, 1, 1, 1, 0)
[node name="Bolt" type="Node2D"]
script = ExtResource("1_rrby1")
[node name="Line2D" type="Line2D" parent="."]
width_curve = SubResource("Curve_sbfhf")
gradient = SubResource("Gradient_rrby1")
[node name="Timer" type="Timer" parent="."]
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

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[gd_scene load_steps=3 format=3 uid="uid://cwn5eoynt6j48"]
[ext_resource type="Script" uid="uid://cb7fwabidqyj8" path="res://player/weapons/projectile_lightning.gd" id="1_2ex40"]
[ext_resource type="PackedScene" uid="uid://cafaf3en63bp6" path="res://assets/projectiles/components/bolt.tscn" id="2_gc60m"]
[node name="ProjectileLightning" type="Area2D"]
script = ExtResource("1_2ex40")
[node name="Bolt" parent="." instance=ExtResource("2_gc60m")]
modulate = Color(0.161899, 0.42984, 0.777414, 1)
rotation = 0.872665
[node name="Bolt2" parent="." instance=ExtResource("2_gc60m")]
modulate = Color(0.443066, 0.672326, 1, 1)
rotation = 0.872665
[node name="Bolt3" parent="." instance=ExtResource("2_gc60m")]
modulate = Color(0.205858, 0.510414, 0.999999, 1)
rotation = 0.349066
[node name="Bolt4" parent="." instance=ExtResource("2_gc60m")]
[node name="Bolt5" parent="." instance=ExtResource("2_gc60m")]
[node name="Bolt6" parent="." instance=ExtResource("2_gc60m")]