changed laser build up logic to allow for actual enemy tracking
parent
c3375d6305
commit
c6b60ea002
|
|
@ -6,6 +6,7 @@ extends Area2D
|
|||
@onready var shape: CollisionShape2D = $CollisionShape2D
|
||||
|
||||
func _ready() -> void:
|
||||
scale = Vector2(0.7, 0.7)
|
||||
if sprite.sprite_frames.has_animation(beam_type):
|
||||
sprite.play(beam_type)
|
||||
shape.disabled = beam_type != "middle"
|
||||
|
|
|
|||
|
|
@ -5,8 +5,10 @@ const PRIMARY_TICK_DMG := 40
|
|||
const SPLASH_TICK_DMG := 3
|
||||
const TICK_INTERVAL := 0.5
|
||||
const SWEEP_RATE := 22.0
|
||||
const FADE_IN := 0.3
|
||||
const FADE_OUT := 0.5
|
||||
|
||||
@export var segment_size := 16.0
|
||||
@export var segment_size := 8.0
|
||||
@export var start_offset := 24.0
|
||||
|
||||
@onready var perk_effects = get_node("/root/Game/PerkEffects")
|
||||
|
|
@ -18,9 +20,9 @@ var mid_segs: Array = []
|
|||
var tick_timer := 0.0
|
||||
var elapsed := 0.0
|
||||
var done := false
|
||||
var current_angle := 0.0
|
||||
var sweep_to := 0.0
|
||||
var sweeping := false
|
||||
var current_angle := 0.0
|
||||
var sweep_dest_angle := 0.0
|
||||
var sweeping := false
|
||||
|
||||
func _ready() -> void:
|
||||
target = get_highest_hp_enemy()
|
||||
|
|
@ -36,13 +38,26 @@ func _process(delta: float) -> void:
|
|||
elapsed += delta
|
||||
tick_timer += delta
|
||||
|
||||
if sweeping:
|
||||
current_angle = lerp_angle(current_angle, sweep_to, 1.0 - exp(-SWEEP_RATE * delta))
|
||||
if abs(angle_difference(current_angle, sweep_to)) < 0.005:
|
||||
current_angle = sweep_to
|
||||
sweeping = false
|
||||
if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
|
||||
var new_target := get_highest_hp_enemy()
|
||||
if new_target != null:
|
||||
target = new_target
|
||||
sweep_dest_angle = global_position.direction_to(target.global_position).angle()
|
||||
sweeping = true
|
||||
|
||||
if is_instance_valid(target) and not target.is_dying:
|
||||
var live_angle := global_position.direction_to(target.global_position).angle()
|
||||
if sweeping:
|
||||
current_angle = lerp_angle(current_angle, sweep_dest_angle, 1.0 - exp(-SWEEP_RATE * delta))
|
||||
if abs(angle_difference(current_angle, sweep_dest_angle)) < 0.01:
|
||||
sweeping = false
|
||||
current_angle = live_angle
|
||||
else:
|
||||
current_angle = live_angle
|
||||
rebuild_segments()
|
||||
|
||||
_update_alpha()
|
||||
|
||||
if tick_timer >= TICK_INTERVAL:
|
||||
tick_timer -= TICK_INTERVAL
|
||||
do_damage_tick()
|
||||
|
|
@ -51,18 +66,20 @@ func _process(delta: float) -> void:
|
|||
cleanup()
|
||||
|
||||
func rebuild_segments() -> void:
|
||||
if not is_instance_valid(target):
|
||||
return
|
||||
var dir := Vector2.from_angle(current_angle)
|
||||
var beam_start := global_position + dir * start_offset
|
||||
var dest_dist := global_position.distance_to(target.global_position)
|
||||
var beam_dist := dest_dist - start_offset
|
||||
var n_mid := int(max(0.0, beam_dist - segment_size) / segment_size)
|
||||
var n_mid: int = max(0, ceili(beam_dist / segment_size) - 1)
|
||||
|
||||
var positions: Array = [beam_start]
|
||||
var types: Array = ["start"]
|
||||
for i in range(n_mid):
|
||||
positions.append(beam_start + dir * (segment_size * float(i + 1)))
|
||||
types.append("middle")
|
||||
positions.append(beam_start + dir * (segment_size * float(n_mid + 1)))
|
||||
positions.append(beam_start + dir * beam_dist)
|
||||
types.append("end")
|
||||
|
||||
while all_segs.size() < positions.size():
|
||||
|
|
@ -99,16 +116,11 @@ func rebuild_segments() -> void:
|
|||
seg.sprite.frame_progress = ref_progress
|
||||
|
||||
func retarget(new_target: Node2D) -> void:
|
||||
target = new_target
|
||||
sweep_to = global_position.direction_to(new_target.global_position).angle()
|
||||
sweeping = true
|
||||
target = new_target
|
||||
sweep_dest_angle = global_position.direction_to(target.global_position).angle()
|
||||
sweeping = true
|
||||
|
||||
func do_damage_tick() -> void:
|
||||
if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
|
||||
var new_target = get_highest_hp_enemy()
|
||||
if new_target != null:
|
||||
retarget(new_target)
|
||||
|
||||
if is_instance_valid(target) and not target.is_dying:
|
||||
target.take_damage(PRIMARY_TICK_DMG)
|
||||
|
||||
|
|
@ -122,6 +134,14 @@ func do_damage_tick() -> void:
|
|||
body.take_damage(SPLASH_TICK_DMG)
|
||||
hit.append(body)
|
||||
|
||||
func _update_alpha() -> void:
|
||||
var alpha := clampf(elapsed / FADE_IN, 0.0, 1.0)
|
||||
if elapsed > BEAM_DURATION - FADE_OUT:
|
||||
alpha = minf(alpha, clampf((BEAM_DURATION - elapsed) / FADE_OUT, 0.0, 1.0))
|
||||
for seg in all_segs:
|
||||
if is_instance_valid(seg):
|
||||
seg.modulate.a = alpha
|
||||
|
||||
func cleanup() -> void:
|
||||
for seg in all_segs:
|
||||
if is_instance_valid(seg):
|
||||
|
|
|
|||
Loading…
Reference in New Issue