Launcher.gd 2.5 KB

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  1. extends Node2D
  2. export (float) var visor_ratio = 1.0
  3. signal get_firing
  4. signal is_full
  5. signal gain_new_bullet
  6. signal interrupt_wave
  7. signal move_visor
  8. enum State {
  9. READY,
  10. FIRING,
  11. WAITING,
  12. INTERRUPTING,
  13. DEAD
  14. }
  15. export var BULLET_SPEED = 500.0
  16. const visor_min_heigth = 10
  17. const visor_start_shift = Vector2(0, -visor_min_heigth)
  18. var _ballScene = preload("res://component/entity/ball/Ball.tscn")
  19. var nbAmmo = 0
  20. var nbStorage = 1
  21. onready var target = $TargetLine
  22. onready var visor = $TargetLine/TargetVisor
  23. onready var source = $Source
  24. onready var shootDelay = $ShootDelay
  25. onready var current_state = State.WAITING
  26. func _ready():
  27. get_ready()
  28. func _input(event):
  29. if event is InputEventMouseButton and event.is_pressed() :
  30. trigger(event.position)
  31. elif event is InputEventMouseMotion and current_state == State.READY:
  32. aim_at(event.position)
  33. func aim_at(cursor:Vector2):
  34. var visor_pos = (cursor - source.position) * visor_ratio
  35. if abs(visor_pos.y) > visor_min_heigth:
  36. visor.position = visor_pos
  37. emit_signal("move_visor")
  38. func trigger(aim:Vector2):
  39. if (current_state == State.READY):
  40. current_state = State.FIRING
  41. emit_signal("get_firing")
  42. elif (current_state == State.WAITING):
  43. current_state = State.INTERRUPTING
  44. emit_signal("interrupt_wave")
  45. func shoot():
  46. var bullet = _ballScene.instance()
  47. bullet.position = source.position
  48. bullet.linear_velocity = (target.get_visor_pos() - source.position).normalized()
  49. bullet.linear_velocity *= BULLET_SPEED
  50. add_child(bullet)
  51. bullet.connect("tree_exited", self, "_on_Ball_tree_exited")
  52. self.connect("interrupt_wave", bullet, "_on_Launcher_interrupt_wave")
  53. func gain_new_bullet():
  54. load_bullet(1)
  55. emit_signal("gain_new_bullet")
  56. func load_bullet(n:int):
  57. nbStorage += n
  58. func end_of_round():
  59. if (current_state != State.DEAD):
  60. get_ready()
  61. func get_ready():
  62. current_state = State.READY
  63. target.set_visor_pos(source.position + visor_start_shift)
  64. nbAmmo = nbStorage
  65. nbStorage = 0
  66. func die():
  67. current_state = State.DEAD
  68. func _on_ShootDelay_timeout():
  69. shoot()
  70. nbAmmo -= 1
  71. if (nbAmmo <= 0):
  72. current_state = State.WAITING
  73. else:
  74. emit_signal("get_firing")
  75. func _on_Launcher_get_firing():
  76. shootDelay.start()
  77. func _on_Ball_tree_exited():
  78. if get_tree() == null:
  79. return # Game is exiting
  80. load_bullet(1)
  81. if (get_tree().get_nodes_in_group("ball").size() == 0):
  82. emit_signal("is_full")
  83. func _on_Grid_has_moved():
  84. end_of_round()
  85. func _on_Grid_kace_broken():
  86. gain_new_bullet()
  87. func _on_DeadLine_game_lost():
  88. die()