39 lines
953 B
GDScript
39 lines
953 B
GDScript
extends Node2D
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var current_target
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var can_shoot = true
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func _ready():
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pass
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var zeroPoint = Vector2(-60, -1015)
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func _process(delta):
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pass
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func entityEnteredRange(bad_id, bad, bad_shape, self_shape):
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print(bad.get_name())
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if ("Bad" in bad.get_name()) && can_shoot:
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current_target = bad_id
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#var local_pos = zeroPoint + area.position
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var local_pos = Vector2()
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local_pos = to_local(bad.position)
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$Beam.set_point_position(1, local_pos)
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$TurretSprite.rotation = ($Beam.get_point_position(0).angle_to($Beam.get_point_position(1))) + PI/5.3
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print($Beam.get_point_position(0).angle_to($Beam.get_point_position(1)))
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$Beam.default_color.a = 200
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$TurretSprite.frame = 1
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bad.hit("turret")
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$FlashTimer.start()
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can_shoot = false
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func _on_FlashTimer_timeout():
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$Beam.default_color.a = 0
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$TurretSprite.frame = 0
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pass # replace with function body
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func _on_ReloadTimer_timeout():
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can_shoot = true
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pass # replace with function body
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