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