47 lines
1.4 KiB
GDScript3
47 lines
1.4 KiB
GDScript3
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extends Area2D
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@export var speed: float = 500.0
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@export var lifetime: float = 1.5
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@export var damage: int = 1
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@export var bolt_length: float = 20.0
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var velocity: Vector2 = Vector2.ZERO
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var age: float = 0.0
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func _ready() -> void:
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add_to_group("player_projectiles")
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area_entered.connect(_on_area_entered)
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func launch(direction: Vector2) -> void:
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velocity = direction.normalized() * speed
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rotation = direction.angle() + PI / 2.0
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func _physics_process(delta: float) -> void:
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position += velocity * delta
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age += delta
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# Redrawn every frame. In principle a fixed shape only needs drawing
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# once (see Asteroid.gd, where dropping this was a large win), but
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# doing that here left bolts invisible on screen - verified by
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# rendering a frame mid-combat and finding zero pixels of the bolt
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# colour. Rather than ship invisible shots a second time, this keeps
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# the redraw: projectiles are few and live under two seconds, so the
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# cost is negligible.
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queue_redraw()
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if age >= lifetime:
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queue_free()
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func _on_area_entered(area: Area2D) -> void:
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if area.is_in_group("enemies"):
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area.take_damage(damage)
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queue_free()
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func _draw() -> void:
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# Fixed-length, constant-brightness bolt. Drawn once and left alone.
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var tip: Vector2 = Vector2(0, -bolt_length * 0.6)
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var tail: Vector2 = Vector2(0, bolt_length * 0.4)
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NeonDraw.draw_glowing_line(self, tail, tip, Color(1.0, 0.85, 0.3), 1.0, 0.5)
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