batrix/scripts/entities/projectiles/projectile.gd

104 lines
2.5 KiB
GDScript

class_name Projectile
extends Area3D
const HEIGHT: float = 1
const MAX_STRETCH: float = 0.75
@export var _speed_stretch_factor: float = 100
@export var _hit_particles_scene: PackedScene
@export var _destroy_particles_scene: PackedScene
@export var _velocity_to_trail_rate: float = 0.5
@export_group("References")
@export var _model_base: Node3D
@export var _model_mesh: MeshInstance3D
@export var _trail_particles: GPUParticles3D
var _start_position: Vector3
var _velocity: Vector3
var _lifetime: float
var _size: float = 0.25
var _life_timer: float
func _ready() -> void:
_life_timer = _lifetime
global_position = _start_position
body_entered.connect(_on_body_entered)
_model_mesh.rotation = Vector3(
randf_range(0, TAU), randf_range(0, TAU), randf_range(0, TAU)
)
_model_mesh.scale = Vector3.ONE * _size
func _physics_process(delta: float) -> void:
if _life_timer <= 0:
queue_free()
_life_timer -= delta
global_position += _velocity * delta
look_at(global_position + _velocity, Vector3.UP, true)
var speed := _velocity.length()
var speed_squash := clampf(speed / _speed_stretch_factor, 0, MAX_STRETCH)
_model_base.scale = Vector3(1 - speed_squash, 1 - speed_squash, 1 + speed_squash)
_trail_particles.amount = int(speed * _velocity_to_trail_rate)
func init(velocity: Vector3, start_position: Vector3, lifetime: float = 10) -> void:
_velocity = velocity
_start_position = start_position
_lifetime = lifetime
func hit(velocity: Vector3) -> void:
var hit_particles := (
_hit_particles_scene.instantiate() as Particles3DSelfDestructing
)
get_tree().get_root().add_child(hit_particles)
hit_particles.init(global_position, velocity)
set_velocity(velocity)
func set_velocity(velocity: Vector3) -> void:
_velocity = velocity
_life_timer = _lifetime
func _destroy() -> void:
var destroy_particles := (
_destroy_particles_scene.instantiate() as Particles3DSelfDestructing
)
get_tree().get_root().add_child(destroy_particles)
destroy_particles.init(global_position)
set_deferred("monitorable", false)
set_deferred("monitoring", false)
_model_base.visible = false
await get_tree().create_timer(5).timeout
queue_free()
func _on_body_entered(node: Node3D) -> void:
if node is Player:
queue_free()
var player := node as Player
player.stats.damage()
return
if node is CollisionObject3D:
var collision_node := node as CollisionObject3D
if collision_node.collision_layer & 1:
_destroy()
return
if node is CSGCombiner3D:
var collision_node := node as CSGCombiner3D
if collision_node.collision_layer & 1:
_destroy()
return