110 lines
3.8 KiB
GDScript
110 lines
3.8 KiB
GDScript
class_name GasBombEffect
|
|
extends Node2D
|
|
|
|
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
|
|
|
|
# The gas bomb itself: the flight, the blast and the picture of both, with
|
|
# nothing in it about who threw it.
|
|
#
|
|
# Lifted out of GasBombController for the same reason LaserBeamEffect was
|
|
# lifted out of LaserController - the shot was something only the FLEET could
|
|
# do, and a garrisoned bomber needs the same shot from a different trigger
|
|
# and a different magazine. Added to the tree root, self-animating,
|
|
# self-freeing, and it outlives the vessel that threw it.
|
|
|
|
signal struck(hit_count: int)
|
|
|
|
const BOMB_COLOR := Color(0.96, 0.22, 0.72)
|
|
const AOE_RADIUS := 180.0
|
|
const PROJECTILE_SPEED := 720.0
|
|
const EXPLOSION_DURATION := 0.8
|
|
|
|
var target: Vector2 = Vector2.ZERO
|
|
var damage: int = 3
|
|
var trail: PackedVector2Array = PackedVector2Array()
|
|
var exploded: bool = false
|
|
var explosion_time: float = 0.0
|
|
var hit_count: int = 0
|
|
|
|
|
|
static func launch(world: Node, origin: Vector2, at: Vector2,
|
|
blast_damage: int = 3) -> GasBombEffect:
|
|
var effect := GasBombEffect.new()
|
|
effect.position = origin
|
|
effect.target = at
|
|
effect.damage = blast_damage
|
|
effect.trail = PackedVector2Array([origin])
|
|
world.add_child(effect)
|
|
return effect
|
|
|
|
|
|
func in_flight() -> bool:
|
|
return not exploded
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
if not exploded:
|
|
_advance_flight(delta)
|
|
queue_redraw()
|
|
return
|
|
explosion_time = maxf(explosion_time - delta, 0.0)
|
|
queue_redraw()
|
|
if explosion_time <= 0.0:
|
|
queue_free()
|
|
|
|
|
|
func _advance_flight(delta: float) -> void:
|
|
var distance: float = position.distance_to(target)
|
|
if distance <= PROJECTILE_SPEED * delta:
|
|
position = target
|
|
_explode()
|
|
return
|
|
position = position.move_toward(target, PROJECTILE_SPEED * delta)
|
|
trail.append(position)
|
|
while trail.size() > 12:
|
|
trail.remove_at(0)
|
|
|
|
|
|
func _explode() -> void:
|
|
exploded = true
|
|
explosion_time = EXPLOSION_DURATION
|
|
hit_count = 0
|
|
# Every weapon target opts into the same damage contract: ordinary enemies,
|
|
# asteroids, boss hatchlings and opened boss eyes all belong here.
|
|
# #176: player weapons never damage player buildings. A bomb may be thrown
|
|
# into a siege without punishing the structure it is meant to defend.
|
|
for target_node in get_tree().get_nodes_in_group(COMBAT_TARGET.GROUP):
|
|
if is_instance_valid(target_node) and target_node is Node2D \
|
|
and target_node.global_position.distance_to(target) <= AOE_RADIUS:
|
|
target_node.take_damage(damage)
|
|
hit_count += 1
|
|
struck.emit(hit_count)
|
|
|
|
|
|
func _draw() -> void:
|
|
# Drawn in this node's own space while it flies (it moves), and around the
|
|
# blast point once it lands (it does not).
|
|
if not exploded:
|
|
if trail.size() >= 2:
|
|
for i in range(1, trail.size()):
|
|
var alpha: float = float(i) / trail.size()
|
|
draw_line(trail[i - 1] - position, trail[i] - position,
|
|
Color(BOMB_COLOR, alpha * 0.65), 4.0 + alpha * 4.0, true)
|
|
draw_circle(Vector2.ZERO, 12.0, Color(BOMB_COLOR, 0.35))
|
|
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 7.0, BOMB_COLOR, 1.0)
|
|
return
|
|
var progress: float = 1.0 - explosion_time / EXPLOSION_DURATION
|
|
var radius: float = lerpf(24.0, AOE_RADIUS, minf(progress * 1.5, 1.0))
|
|
draw_circle(Vector2.ZERO, radius, Color(BOMB_COLOR, (1.0 - progress) * 0.16))
|
|
draw_ring(Vector2.ZERO, radius, BOMB_COLOR, 1.0 - progress)
|
|
for i in range(7):
|
|
var angle: float = TAU * float(i) / 7.0 + progress
|
|
var cloud_at: Vector2 = Vector2(cos(angle), sin(angle)) * radius * 0.55
|
|
draw_circle(cloud_at, 18.0 + 14.0 * progress,
|
|
Color(BOMB_COLOR, (1.0 - progress) * 0.22))
|
|
|
|
|
|
func draw_ring(center: Vector2, radius: float, color: Color, alpha: float) -> void:
|
|
draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
|
|
draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
|
|
draw_arc(center, radius, 0.0, TAU, 64, Color(1.0, 0.86, 0.96, 0.9 * alpha), 2.0, true)
|