Fronter/Laser.gd

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GDScript3
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#
# Copyright (C) 2018 Sage Vaillancourt, sagev9000@gmail.com
#
# This file is part of Fronter.
#
# Fronter is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Fronter is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Fronter. If not, see <http://www.gnu.org/licenses/>.
#
extends Area2D
signal hit
const DEFAULT_DAMAGE = 10
const DEFAULT_FALLOFF = 1.2
export (int) var SPEED
export (int) var DAMAGE
var plasma = false
var current_pen = 0
var friendly_laser = true
var damage = DEFAULT_DAMAGE
var boss = false
var falloff = DEFAULT_FALLOFF
func _ready():
$AnimatedSprite.play()
connect("area_entered", self, "hit")
pass
func hit(who):
if plasma == true:
pass
elif current_pen > 0:
current_pen -= 1
modulate=Color("ca4747")
damage = damage/falloff
else:
hide()
queue_free()
func _process(delta):
var velocity = Vector2()
if friendly_laser == true:
velocity.x += 1
else:
velocity.x -= 1
velocity = velocity.normalized() * SPEED
position += velocity * delta
if position.x > 2000:
queue_free()
func _on_Laser_body_entered(body):
emit_signal("hit")
if plasma == false:
$CollisionShape2D.disabled = true
queue_free()
else:
var timer = null
timer = Timer.new()
timer.set_one_shot(true)
timer.set_wait_time(0.1)
timer.connect("timeout", self, "on_timeout_complete")
add_child(timer)
$CollisionShape2D.disabled = true
func on_timeout_complete():
$CollisionShape2D.disabled = false