Launcher.gd 1.3 KB

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  1. extends Node2D
  2. signal get_firing
  3. enum State {
  4. READY,
  5. FIRING,
  6. WAITING,
  7. }
  8. const BULLET_SPEED = 200.0
  9. var _ballScene = preload("res://scenes/Ball.tscn")
  10. var nbAmmo = 5
  11. var nbStorage = 0
  12. onready var target = $Target
  13. onready var source = $Source
  14. onready var shootDelay = $ShootDelay
  15. onready var current_state = State.READY
  16. func _input(event):
  17. if event is InputEventMouseButton and event.is_pressed() :
  18. trigger(event.position)
  19. func trigger(aim:Vector2):
  20. if (current_state == State.READY):
  21. current_state = State.FIRING
  22. target.position = aim
  23. emit_signal("get_firing")
  24. func shoot():
  25. var bullet = _ballScene.instance()
  26. bullet.position = source.position
  27. bullet.linear_velocity = (target.position - source.position).normalized()
  28. bullet.linear_velocity *= BULLET_SPEED
  29. add_child(bullet)
  30. bullet.connect("tree_exited", self, "_on_Ball_tree_exited")
  31. func loadBullet(n:int):
  32. nbStorage += 1
  33. func _on_ShootDelay_timeout():
  34. shoot()
  35. nbAmmo -= 1
  36. if (nbAmmo == 0):
  37. current_state = State.WAITING
  38. else:
  39. emit_signal("get_firing")
  40. func _on_Launcher_get_firing():
  41. shootDelay.start()
  42. func _on_Ball_tree_exited():
  43. loadBullet(1)
  44. if (get_tree().get_nodes_in_group("ball").size() == 0):
  45. current_state = State.READY
  46. target.position = source.position
  47. nbAmmo = nbStorage
  48. nbStorage = 0