spaceship/ExplosionVFXBase.gd

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GDScript3
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class_name ExplosionVFXBase
extends Node2D
# Shared particle motion/fade/lifetime logic for all explosion VFX types.
# Subclasses fix their own visual style and color as facts about
# themselves (see LightBurstVFX/AsteroidExplosionVFX), not as parameters
# passed in by whatever destroyed the object - so "ships always explode
# blue" is guaranteed by the class hierarchy, not by remembering to pass
# the right Color() at each call site.
@export var particle_count: int = 12
@export var lifetime: float = 0.5
@export var min_speed: float = 60.0
@export var max_speed: float = 220.0
var age: float = 0.0
var particles: Array = []
func _ready() -> void:
randomize()
for i in range(particle_count):
var angle: float = randf() * TAU
var speed: float = randf_range(min_speed, max_speed)
particles.append({
"pos": Vector2.ZERO,
"vel": Vector2(cos(angle), sin(angle)) * speed,
"rot": randf() * TAU,
"rot_speed": randf_range(-6.0, 6.0),
"size": _random_particle_size(),
})
queue_redraw()
func _process(delta: float) -> void:
age += delta
if age >= lifetime:
queue_free()
return
for p in particles:
p["pos"] += p["vel"] * delta
p["vel"] *= 0.9
p["rot"] += p["rot_speed"] * delta
queue_redraw()
func _draw() -> void:
var alpha: float = clamp(1.0 - (age / lifetime), 0.0, 1.0)
for p in particles:
_draw_particle(p, alpha)
func _random_particle_size() -> float:
return randf_range(10.0, 20.0)
func _draw_particle(_p: Dictionary, _alpha: float) -> void:
pass