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

View file

@ -1,27 +1,5 @@
class_name Projectile extends Area2D
signal on_hit(projectile, target)
signal on_spawned(projectile)
signal on_destroyed(projectile)
@export var speed: float = 500.0
@export var damage: float = 10.0
@export var lifetime: float = 5.0
@export var direction: Vector2 = Vector2.RIGHT
@export var is_friendly: bool = true
# Modifier-related properties
var pierce_count: int = 0
var has_explosive_impact: bool = true
var explosion_projectile_count: int = 2
var explosion_projectile_damage_mult: float = 0.5
var explosion_projectile_speed: float = 300.0
var explosion_spread_angle: float = 360.0 # Full circle by default
# References
var source_weapon: RangedWeapon # Reference to the weapon that fired this
var lifetime_timer: Timer
# Add a variable to track the entity that triggered the explosion
var ignore_target = null
class_name Projectile
extends ProjectileBase
func _ready():
lifetime_timer = Timer.new()
@ -37,74 +15,5 @@ func _ready():
func _physics_process(delta):
position += direction * speed * delta
func _on_body_entered(body):
# Check if this is a body we should ignore
if body == ignore_target:
return
if body.is_in_group("enemies") and is_friendly:
Log.pr("Hit enemy: ", body.name)
# Deal damage to enemy
if body.has_method("take_damage"):
body.take_damage(damage)
# Emit signal for modifiers to react to
emit_signal("on_hit", self, body)
# Handle piercing
if pierce_count > 0:
pierce_count -= 1
else:
# Handle explosive impact
if has_explosive_impact:
# Store the target that triggered the explosion
ignore_target = body
_trigger_explosion()
# Destroy the projectile
destroy()
func _trigger_explosion():
# Create the explosion VFX
# var explosion = preload("res://scenes/explosion_effect.tscn").instantiate()
# explosion.global_position = global_position
# get_tree().root.add_child(explosion)
# Spawn the additional projectiles
if explosion_projectile_count > 0:
_spawn_explosion_projectiles()
func _spawn_explosion_projectiles():
# Calculate even angle distribution
var angle_step = explosion_spread_angle / explosion_projectile_count
var start_angle = - explosion_spread_angle / 2
for i in range(explosion_projectile_count):
# Create a new projectile
var new_proj = duplicate()
new_proj.global_position = global_position
# Calculate new direction based on spread
var random_angle = randf_range(0, 2 * PI)
var new_dir = Vector2.RIGHT.rotated(random_angle)
# Set properties for the new projectile
new_proj.direction = new_dir
new_proj.damage = damage * explosion_projectile_damage_mult
new_proj.speed = explosion_projectile_speed
# Clear explosive properties so we don't get infinite loops
new_proj.has_explosive_impact = true
new_proj.explosion_projectile_count = 1
# Pass the ignore_target to the new projectiles
new_proj.ignore_target = ignore_target
# Add to scene tree
get_tree().root.add_child(new_proj)
func destroy():
emit_signal("on_destroyed", self)
queue_free()
func _on_lifetime_timeout():
destroy()
super._on_lifetime_timeout()

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@ -0,0 +1,95 @@
class_name ProjectileBase
extends Area2D
signal on_hit(projectile, target)
signal on_spawned(projectile)
signal on_destroyed(projectile)
@export var speed: float = 500.0
@export var damage: float = 10.0
@export var lifetime: float = 5.0
@export var direction: Vector2 = Vector2.RIGHT
@export var target_position: Vector2
@export var is_friendly: bool = true
# Modifier-related properties
var pierce_count: int = 0
var has_explosive_impact: bool = true
var explosion_projectile_count: int = 2
var explosion_projectile_damage_mult: float = 0.5
var explosion_projectile_speed: float = 300.0
var explosion_spread_angle: float = 360.0 # Full circle by default
# References
var source_weapon: RangedWeapon # Reference to the weapon that fired this
var lifetime_timer: Timer
# Add a variable to track the entity that triggered the explosion
var ignore_target = null
func _on_body_entered(body):
# Check if this is a body we should ignore
if body == ignore_target:
return
if body.is_in_group("enemies") and is_friendly:
Log.pr("Hit enemy: ", body.name)
# Deal damage to enemy
if body.has_method("take_damage"):
body.take_damage(damage)
# Emit signal for modifiers to react to
emit_signal("on_hit", self, body)
# Handle piercing
if pierce_count > 0:
pierce_count -= 1
else:
# Handle explosive impact
if has_explosive_impact:
# Store the target that triggered the explosion
ignore_target = body
_trigger_explosion()
# Destroy the projectile
destroy()
func _trigger_explosion():
# Create the explosion VFX
# var explosion = preload("res://scenes/explosion_effect.tscn").instantiate()
# explosion.global_position = global_position
# get_tree().root.add_child(explosion)
# Spawn the additional projectiles
if explosion_projectile_count > 0:
_spawn_explosion_projectiles()
func _spawn_explosion_projectiles():
for i in range(explosion_projectile_count):
# Create a new projectile
var new_proj = duplicate()
new_proj.global_position = global_position
# Calculate new direction based on spread
var random_angle = randf_range(0, 2 * PI)
var new_dir = Vector2.RIGHT.rotated(random_angle)
# Set properties for the new projectile
new_proj.direction = new_dir
new_proj.damage = damage * explosion_projectile_damage_mult
new_proj.speed = explosion_projectile_speed
# Clear explosive properties so we don't get infinite loops
new_proj.has_explosive_impact = true
new_proj.explosion_projectile_count = 1
# Pass the ignore_target to the new projectiles
new_proj.ignore_target = ignore_target
# Add to scene tree
get_tree().root.call_deferred("add_child", new_proj)
func destroy():
emit_signal("on_destroyed", self)
queue_free()
func _on_lifetime_timeout():
destroy()

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@ -0,0 +1 @@
uid://c4bk8ac2ok2fx

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@ -0,0 +1,30 @@
class_name ProjectileLightning
extends ProjectileBase
@export var line_width: float = 1
@onready var lightning: Array = get_children()
func _init() -> void:
#super._init()
Log.pr("ProjectileLightning _init")
func _ready():
lifetime_timer = Timer.new()
add_child(lifetime_timer)
lifetime_timer.one_shot = true
lifetime_timer.wait_time = lifetime
lifetime_timer.connect("timeout", _on_lifetime_timeout)
lifetime_timer.start()
emit_signal("on_spawned", self)
connect("body_entered", _on_body_entered)
func _process(_delta):
for child in lightning:
child.goal_point = target_position
func _physics_process(delta):
position += direction * speed * delta
func _on_lifetime_timeout():
super._on_lifetime_timeout()

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@ -0,0 +1 @@
uid://cb7fwabidqyj8

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@ -31,7 +31,7 @@ func _init() -> void:
add_child(fire_timer)
fire_timer.one_shot = true
projectile_scene = preload("res://assets/projectiles/basic_projectile.tscn")
projectile_scene = preload("res://assets/projectiles/projectile_lightning.tscn")
func _ready():
stats.connect("stats_updated", _on_stats_updated)
@ -40,16 +40,16 @@ func _ready():
# Initial update
_on_stats_updated()
func fire(direction: Vector2):
func fire(direction: Vector2, target_position: Vector2):
if !can_fire:
return
_spawn_projectile(global_position, direction)
_spawn_projectile(global_position, direction, target_position)
can_fire = false
fire_timer.start(1.0 / stats.get_stat("fire_rate"))
func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2, target_position: Vector2):
# Get projectile quantity and spread from stats
var quantity = stats.get_stat("projectile_quantity")
var spread_angle = stats.get_stat("projectile_spread")
@ -66,6 +66,7 @@ func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
for i in range(quantity):
var projectile = projectile_scene.instantiate()
projectile.global_position = spawn_position
projectile.target_position = target_position
# Calculate the direction with spread
var direction = spawn_direction