Made kamikaze behavior and also fixed borders

This commit is contained in:
2ndbeam 2024-05-05 18:20:34 +03:00
commit 1ee0b529a8
10 changed files with 41 additions and 44 deletions

View file

@ -52,9 +52,12 @@ func _physics_process(_delta):
ship.rotation = rotation
scalar_velocity = linear_velocity.length()
func _on_body_entered(_body):
func _on_body_entered(body):
if scalar_velocity >= velocity_collision_treshold:
ship.shield.deal_damage(20.0 * (scalar_velocity / velocity_collision_treshold))
var damage = collision_damage * (scalar_velocity / velocity_collision_treshold)
ship.shield.deal_damage(damage)
if body is Ship:
body.shield.deal_damage(damage / 2)
func warp_to_position(location: Vector2):
position = location

View file

@ -24,7 +24,8 @@ func _ready() -> void:
destroyed.connect(destroy_timeout)
func destroy_timeout():
get_tree().create_timer(0.02).timeout.connect(destroy)
destroy()
get_tree().create_timer(0.05).timeout.connect(hull.warp_to_position.bind(spawn_position))
## Reset all required variables
func destroy() -> void:
@ -32,7 +33,6 @@ func destroy() -> void:
hull.linear_velocity = Vector2.ZERO
hull.angular_velocity = 0.0
shield.capacity = shield.max_capacity
hull.warp_to_position(spawn_position)
## Swaps old hull with the new one
func change_hull(new_hull_id: String) -> void:

View file

@ -5,11 +5,11 @@ extends Node2D
## Shortcut to get_parent()
@onready var ship: Ship = get_parent()
## List of weapons
@onready var list: Array[Node] = get_children() as Array[Node]
@onready var list: Array[Node] = get_children()
## Updates list with actual children of this node
func update_weapon_list() -> void:
list = get_children() as Array[Node]
list = get_children()
## Removes weapon with given ID
func remove_weapon(id: String) -> void:
@ -25,8 +25,8 @@ func add_weapon(_id: String) -> void:
pass
## Returns a reference to weapon with given id if it exists, otherwise returns null
func get_weapon(id: String) -> Weapon:
func get_weapon(id: String) -> Node:
for weapon in list:
if weapon.id == id:
return weapon as Weapon
return weapon
return null

View file

@ -17,16 +17,16 @@ var destination_degrees: float = 0:
destination_degrees = 360 + value
else:
destination_degrees = value
## Difference between current rotation and destination angle, in degrees. Sign determines torque direction.
var current_destination_difference: float = 0:
set(value):
if value < 0:
current_destination_difference = 180 + value
if current_destination_difference > 180:
current_destination_difference = value - 180
## Delta to destination_degrees
var destination_difference: float = 5.0
var current_destination_difference: float:
set(value):
if value > 180:
current_destination_difference = value - 360
else:
current_destination_difference = value
func enter(message: Dictionary):
if message.has("target"):
target = message["target"]
@ -37,9 +37,8 @@ func process(_delta):
# checking if need to apply torque
destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position))
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
var rotation_sign = sign(current_destination_difference)
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = rotation_sign * (current_destination_difference / 180)
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
else:
ship.engine.rotation_axis = 0.0
ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * additional_stab_force)

View file

@ -17,15 +17,8 @@ var destination_degrees: float = 0:
destination_degrees = 360 + value
else:
destination_degrees = value
## Difference between current rotation and destination angle, in degrees. Sign determines torque direction.
var current_destination_difference: float = 0:
set(value):
if value < 0:
current_destination_difference = 180 + value
if current_destination_difference > 180:
current_destination_difference = value - 180
## Delta to destination_degrees
var destination_difference: float = 15.0
var destination_difference: float = 1.0
## available map bounds (use with absolute position)
var available_bounds: Vector2
# for testing purposes only
@ -42,10 +35,11 @@ func enter(_message):
func process(_delta):
# checking if need to apply torque
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
var rotation_sign = sign(current_destination_difference)
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = rotation_sign * (current_destination_difference / 180)
var current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
var other_destination_difference = ship.hull.global_rotation_degrees - destination_degrees
var min_difference = min(abs(current_destination_difference), abs(other_destination_difference))
if min_difference > destination_difference:
ship.engine.rotation_axis = min_difference / 180
else:
ship.engine.rotation_axis = 0.0
# making ship always accelerate