Files
Defensaria/Game/Bullets/bullet.gd
2025-04-30 00:46:12 +02:00

81 lines
2.0 KiB
GDScript

extends Node2D
var target
var speed
var hitpoint
var distancetaken = 0
#For the mortar, to create a nice bezier curve!
var starterpos = 0
var targetpos = 0
var midpoint = 0
var t = 0.0
var duration = 0.5
func _ready() -> void:
starterpos = global_position
targetpos = target.global_position
midpoint = (targetpos + starterpos) / 2
midpoint.y -= 200 #height of the curve!
func set_targe(_target : Node2D) -> void:
target = _target
func set_speed(_speed: int) -> void:
speed = _speed
func set_hitpoint(_hitpoint: int) -> void:
hitpoint = _hitpoint
func _process(delta: float) -> void:
if name.contains("Rock"):
t += delta / duration
position = bezier(t)
if t >= 1.0:
get_node("CharacterBody2D/AnimatedSprite2D").play("hit")
set_process(false)
elif target and speed > 0:
# Get the direction vector from the bullet to the target
var direction = (target.get_parent().get_parent().get_position() - position).normalized()
# Rotate the bullet to face the target
if name.contains("Arrow"):
rotation = direction.angle() + deg_to_rad(90)
# Move the bullet towards the target
position += direction * speed * delta
distancetaken += (direction * speed * delta).length()
if position.distance_to(target.get_parent().get_parent().position) <= 5:
target_reached()
if distancetaken > 250:
queue_free()
else:
queue_free()
func target_reached() -> void:
if name.contains("Arrow"): #special effects here!
if randf() < 0.1:
target.get_parent().set_speed(target.get_parent().get_speed() / 2)
target.get_parent().adjust_speed_of_animation()
pass
if name.contains("Magic"):
if randf() < 0.5:
target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))
target.get_parent().enemy_hurt(hitpoint)
queue_free()
func bezier(t: float):
var q0 = starterpos.lerp(midpoint, t)
var q1 = midpoint.lerp(targetpos, t)
return q0.lerp(q1, t)
func _on_animated_sprite_2d_animation_finished() -> void:
queue_free()