spaceship/enemies/EnemyProjectile.gd

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GDScript3
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extends Area2D
# Mirrors Projectile.gd, but travels the other direction: fired by an enemy
# component (see EnemyRangedWeaponComponent, #45) and damages player_ships.
# This is the half of ranged combat that never existed before #44 - enemies
# could previously only hurt the fleet by physical contact.
@export var speed: float = 260.0
@export var lifetime: float = 3.0
@export var damage: int = 1
@export var bolt_length: float = 20.0
@export var color: Color = Color(1.0, 0.4, 0.35)
var velocity: Vector2 = Vector2.ZERO
var age: float = 0.0
func _ready() -> void:
add_to_group("enemy_projectiles")
area_entered.connect(_on_area_entered)
queue_redraw()
func launch(direction: Vector2) -> void:
velocity = direction.normalized() * speed
rotation = direction.angle() + PI / 2.0
func _physics_process(delta: float) -> void:
position += velocity * delta
age += delta
if age >= lifetime:
queue_free()
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("player_ships"):
area.take_damage(damage)
queue_free()
func _draw() -> void:
var tip: Vector2 = Vector2(0, -bolt_length * 0.6)
var tail: Vector2 = Vector2(0, bolt_length * 0.4)
NeonDraw.draw_glowing_line(self, tail, tip, color, 1.0, 0.5)