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:
parent
ff62d67f54
commit
d0c2a7b3c8
12 changed files with 239 additions and 103 deletions
51
assets/projectiles/components/bolt.gd
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51
assets/projectiles/components/bolt.gd
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@ -0,0 +1,51 @@
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extends Node2D
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var goal_point: Vector2 = Vector2(100, 100)
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var min_segment_size: float = 2
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var max_segment_size: float = 10
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var points: Array = []
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var emitting = true
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var final_goal: Vector2
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@export var angle_var: float = 15
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@onready var line: Line2D = $Line2D
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func _ready():
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Log.pr("Bolt!")
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line.width = 2
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final_goal = goal_point - global_position
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$Timer.start(randf_range(0.1, 0.5))
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func _on_timer_timeout():
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Log.pr("Timer timeout")
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if (points.size() > 0):
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points.pop_front()
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line.points = points
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#Small variation for more organic look:
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$Timer.start(0.002 + randf_range(-0.001, 0.001))
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elif (emitting):
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update_points()
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line.points = points
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$Timer.start(0.1 + randf_range(-0.02, 0.1))
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func update_points():
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final_goal = goal_point - global_position
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var curr_line_len = 0
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points = [Vector2()]
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var start_point = Vector2()
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min_segment_size = max(Vector2().distance_to(final_goal) / 40, 1)
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max_segment_size = min(Vector2().distance_to(final_goal) / 20, 10)
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while (curr_line_len < Vector2().distance_to(final_goal)):
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var move_vector = start_point.direction_to(final_goal) * randf_range(min_segment_size, max_segment_size)
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var new_point = start_point + move_vector
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var new_point_rotated = start_point + move_vector.rotated(deg_to_rad(randf_range(-angle_var, angle_var)))
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points.append(new_point_rotated)
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start_point = new_point
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curr_line_len = start_point.length()
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points.append(final_goal)
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func set_line_width(amount):
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line.width = amount
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1
assets/projectiles/components/bolt.gd.uid
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1
assets/projectiles/components/bolt.gd.uid
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uid://bshl5y6qhgv2b
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22
assets/projectiles/components/bolt.tscn
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22
assets/projectiles/components/bolt.tscn
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@ -0,0 +1,22 @@
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[gd_scene load_steps=4 format=3 uid="uid://cafaf3en63bp6"]
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[ext_resource type="Script" uid="uid://bshl5y6qhgv2b" path="res://assets/projectiles/components/bolt.gd" id="1_rrby1"]
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[sub_resource type="Curve" id="Curve_sbfhf"]
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_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]
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point_count = 3
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[sub_resource type="Gradient" id="Gradient_rrby1"]
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offsets = PackedFloat32Array(0.0264901, 0.0993377, 0.84106, 1)
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colors = PackedColorArray(1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0.865385, 1, 1, 1, 0)
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[node name="Bolt" type="Node2D"]
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script = ExtResource("1_rrby1")
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[node name="Line2D" type="Line2D" parent="."]
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width_curve = SubResource("Curve_sbfhf")
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gradient = SubResource("Gradient_rrby1")
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[node name="Timer" type="Timer" parent="."]
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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25
assets/projectiles/projectile_lightning.tscn
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25
assets/projectiles/projectile_lightning.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cwn5eoynt6j48"]
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[ext_resource type="Script" uid="uid://cb7fwabidqyj8" path="res://player/weapons/projectile_lightning.gd" id="1_2ex40"]
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[ext_resource type="PackedScene" uid="uid://cafaf3en63bp6" path="res://assets/projectiles/components/bolt.tscn" id="2_gc60m"]
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[node name="ProjectileLightning" type="Area2D"]
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script = ExtResource("1_2ex40")
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[node name="Bolt" parent="." instance=ExtResource("2_gc60m")]
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modulate = Color(0.161899, 0.42984, 0.777414, 1)
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rotation = 0.872665
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[node name="Bolt2" parent="." instance=ExtResource("2_gc60m")]
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modulate = Color(0.443066, 0.672326, 1, 1)
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rotation = 0.872665
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[node name="Bolt3" parent="." instance=ExtResource("2_gc60m")]
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modulate = Color(0.205858, 0.510414, 0.999999, 1)
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rotation = 0.349066
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[node name="Bolt4" parent="." instance=ExtResource("2_gc60m")]
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[node name="Bolt5" parent="." instance=ExtResource("2_gc60m")]
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[node name="Bolt6" parent="." instance=ExtResource("2_gc60m")]
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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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@ -1,27 +1,5 @@
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class_name Projectile 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 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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class_name Projectile
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extends ProjectileBase
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func _ready():
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lifetime_timer = Timer.new()
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@ -37,74 +15,5 @@ func _ready():
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func _physics_process(delta):
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position += direction * speed * delta
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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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# Calculate even angle distribution
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var angle_step = explosion_spread_angle / explosion_projectile_count
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var start_angle = - explosion_spread_angle / 2
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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.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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super._on_lifetime_timeout()
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95
player/weapons/projectile_base.gd
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95
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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1
player/weapons/projectile_base.gd.uid
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1
player/weapons/projectile_base.gd.uid
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uid://c4bk8ac2ok2fx
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30
player/weapons/projectile_lightning.gd
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30
player/weapons/projectile_lightning.gd
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class_name ProjectileLightning
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extends ProjectileBase
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@export var line_width: float = 1
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@onready var lightning: Array = get_children()
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func _init() -> void:
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#super._init()
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Log.pr("ProjectileLightning _init")
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func _ready():
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lifetime_timer = Timer.new()
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add_child(lifetime_timer)
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lifetime_timer.one_shot = true
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lifetime_timer.wait_time = lifetime
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lifetime_timer.connect("timeout", _on_lifetime_timeout)
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lifetime_timer.start()
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emit_signal("on_spawned", self)
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connect("body_entered", _on_body_entered)
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func _process(_delta):
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for child in lightning:
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child.goal_point = target_position
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func _physics_process(delta):
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position += direction * speed * delta
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func _on_lifetime_timeout():
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super._on_lifetime_timeout()
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1
player/weapons/projectile_lightning.gd.uid
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1
player/weapons/projectile_lightning.gd.uid
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uid://cb7fwabidqyj8
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@ -31,7 +31,7 @@ func _init() -> void:
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add_child(fire_timer)
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fire_timer.one_shot = true
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projectile_scene = preload("res://assets/projectiles/basic_projectile.tscn")
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projectile_scene = preload("res://assets/projectiles/projectile_lightning.tscn")
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func _ready():
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stats.connect("stats_updated", _on_stats_updated)
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@ -40,16 +40,16 @@ func _ready():
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# Initial update
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_on_stats_updated()
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func fire(direction: Vector2):
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func fire(direction: Vector2, target_position: Vector2):
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if !can_fire:
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return
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_spawn_projectile(global_position, direction)
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_spawn_projectile(global_position, direction, target_position)
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can_fire = false
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fire_timer.start(1.0 / stats.get_stat("fire_rate"))
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func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
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func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2, target_position: Vector2):
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# Get projectile quantity and spread from stats
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var quantity = stats.get_stat("projectile_quantity")
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var spread_angle = stats.get_stat("projectile_spread")
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@ -66,6 +66,7 @@ func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
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for i in range(quantity):
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var projectile = projectile_scene.instantiate()
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projectile.global_position = spawn_position
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projectile.target_position = target_position
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# Calculate the direction with spread
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var direction = spawn_direction
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