make projectiles get destroyed when colliding with player

This commit is contained in:
Teatov 2025-02-25 04:05:40 +10:00
parent 05f2a657f3
commit 2322d8ff62
5 changed files with 15 additions and 6 deletions

View File

@ -39,6 +39,7 @@ node_connections = [&"output", 0, &"StateMachine"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_apl1i"]
height = 1.8
radius = 0.35
[sub_resource type="CylinderShape3D" id="CylinderShape3D_qsqht"]
height = 0.5

View File

@ -10,10 +10,10 @@ radius = 0.25
radius = 0.25
height = 0.5
[node name="Projectile" type="AnimatableBody3D"]
[node name="Projectile" type="Area3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
collision_layer = 32
collision_mask = 32
collision_mask = 48
script = ExtResource("1_kv6x5")
_collision_debug_material = ExtResource("2_b024o")

View File

@ -37,7 +37,7 @@ var _swoop_effect_timer: float
func _ready() -> void:
Debugger.add_event("attacked")
attacked.connect(func() -> void: Debugger.event_emitted("attacked", []))
body_entered.connect(_on_body_entered)
area_entered.connect(_on_area_entered)
position.y = Projectile.HEIGHT
_set_collision_size(_attack_radius)
@ -159,7 +159,7 @@ func _set_collision_size(radius: float) -> void:
_swoop_mesh.height = radius
func _on_body_entered(node: Node3D) -> void:
func _on_area_entered(node: Node3D) -> void:
if _hit_window_timer <= 0:
return

View File

@ -1,7 +1,7 @@
class_name PlayerMovement
extends RefCounted
@export var _move_speed: float = 10
@export var _move_speed: float = 8
@export var _move_acceleration: float = 100
@export var _move_deceleration: float = 50

View File

@ -1,5 +1,5 @@
class_name Projectile
extends AnimatableBody3D
extends Area3D
const HEIGHT: float = 1
@ -19,6 +19,7 @@ func _ready() -> void:
_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
global_position = _start_position
global_position.y = HEIGHT
body_entered.connect(_on_body_entered)
func _physics_process(delta: float) -> void:
@ -37,3 +38,10 @@ func init(velocity: Vector3, start_position: Vector3, lifetime: float = 10) -> v
func set_velocity(velocity: Vector3) -> void:
_velocity = velocity
func _on_body_entered(node: Node3D) -> void:
if node is not Player:
return
queue_free()