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.
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12 changed files with 239 additions and 103 deletions
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@ -26,13 +26,13 @@ func _ready():
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combat.animated_sprite = animated_sprite
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Log.pr("Adding projectile size additive modifier")
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weapon.add_modifier(ProjectileSizeAdditive.new())
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#weapon.add_modifier(ProjectileSizeAdditive.new())
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Log.pr(weapon.stats.get_stat("projectile_size")) # Size is now 1.0 + 0.5 = 1.5
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# Size is now 1.0 + 0.5 = 1.5
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# Add the multiplicative size modifier (1.5x multiplier)
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Log.pr("Adding projectile size multiplicative modifier")
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weapon.add_modifier(ProjectileSizeMultiplicative.new())
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#weapon.add_modifier(ProjectileSizeMultiplicative.new())
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Log.pr(weapon.stats.get_stat("projectile_size"))
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# Size is now 1.5 * 1.5 = 2.25
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@ -40,10 +40,10 @@ func _ready():
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Log.pr("Adding another projectile size additive modifier", 2)
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var another_size_mod = ProjectileSizeAdditive.new()
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another_size_mod.size_increase = 0.7
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weapon.add_modifier(another_size_mod)
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#weapon.add_modifier(another_size_mod)
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Log.pr(weapon.stats.get_stat("projectile_size"))
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weapon.add_modifier(FireRateAdditive.new())
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#weapon.add_modifier(FireRateAdditive.new())
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func _physics_process(delta):
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@ -19,7 +19,7 @@ func process(_delta):
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var normalized_direction = direction.normalized()
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if Input.is_action_pressed("fire"):
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player.weapon.fire(normalized_direction)
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player.weapon.fire(normalized_direction, mouse_position)
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# Update animation
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#update_animation()
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