92 lines
2.2 KiB
GDScript
92 lines
2.2 KiB
GDScript
extends Node2D
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const BEAM_DURATION := 3.0
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const PRIMARY_TICK_DMG := 15
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const SPLASH_TICK_DMG := 3
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const TICK_INTERVAL := 0.5
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@export var segment_size := 16.0
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var beam_seg := preload("res://scenes/beam.tscn")
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var target: Node2D = null
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var all_segs: Array = []
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var mid_segs: Array = []
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var tick_timer := 0.0
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var elapsed := 0.0
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var done := false
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func _ready() -> void:
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target = get_highest_hp_enemy()
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if target == null:
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queue_free()
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return
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spawn_beam()
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func _process(delta: float) -> void:
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if done:
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return
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elapsed += delta
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tick_timer += delta
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if tick_timer >= TICK_INTERVAL:
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tick_timer -= TICK_INTERVAL
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do_damage_tick()
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if elapsed >= BEAM_DURATION:
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done = true
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cleanup()
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func spawn_beam() -> void:
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var origin := global_position
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var dest := target.global_position
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var dir := origin.direction_to(dest)
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var dist := origin.distance_to(dest)
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var angle := dir.angle()
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place_seg("start", origin, angle)
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var n_mid := int(max(0.0, dist - segment_size * 2.0) / segment_size)
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for i in range(n_mid):
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var pos := origin + dir * (segment_size * (float(i) + 1.0))
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mid_segs.append(place_seg("middle", pos, angle))
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place_seg("end", dest, angle)
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func place_seg(type: String, pos: Vector2, angle: float) -> Node:
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var seg = beam_seg.instantiate()
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seg.beam_type = type
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seg.global_position = pos
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seg.rotation = angle
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get_parent().add_child(seg)
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all_segs.append(seg)
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return seg
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func do_damage_tick() -> void:
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if is_instance_valid(target) and not target.is_dying:
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target.take_damage(PRIMARY_TICK_DMG)
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var hit: Array = []
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for seg in mid_segs:
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if not is_instance_valid(seg):
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continue
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for body in seg.get_overlapping_bodies():
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if body.is_in_group("enemies") and not body.is_dying \
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and body != target and not hit.has(body):
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body.take_damage(SPLASH_TICK_DMG)
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hit.append(body)
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func cleanup() -> void:
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for seg in all_segs:
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if is_instance_valid(seg):
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seg.queue_free()
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queue_free()
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func get_highest_hp_enemy() -> Node:
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var best: Node = null
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var best_hp: int = -1
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy) or enemy.is_dying:
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continue
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if enemy.hp > best_hp:
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best_hp = enemy.hp
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best = enemy
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return best
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