Launcher.gd 1.6 KB

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  1. extends Node2D
  2. signal get_firing
  3. signal is_full
  4. enum State {
  5. READY,
  6. FIRING,
  7. WAITING,
  8. }
  9. export var BULLET_SPEED = 500.0
  10. var _ballScene = preload("res://scenes/Ball.tscn")
  11. var nbAmmo = 0
  12. var nbStorage = 1
  13. onready var target = $Target
  14. onready var source = $Source
  15. onready var shootDelay = $ShootDelay
  16. onready var grid = $Grid
  17. onready var current_state = State.WAITING
  18. func _ready():
  19. get_ready()
  20. func _input(event):
  21. if event is InputEventMouseButton and event.is_pressed() :
  22. trigger(event.position)
  23. func trigger(aim:Vector2):
  24. if (current_state == State.READY):
  25. current_state = State.FIRING
  26. target.position = aim
  27. emit_signal("get_firing")
  28. func shoot():
  29. var bullet = _ballScene.instance()
  30. bullet.position = source.position
  31. bullet.linear_velocity = (target.position - source.position).normalized()
  32. bullet.linear_velocity *= BULLET_SPEED
  33. add_child(bullet)
  34. bullet.connect("tree_exited", self, "_on_Ball_tree_exited")
  35. bullet.connect("kace_contact", grid, "_on_Ball_kace_contact")
  36. func load_bullet(n:int):
  37. nbStorage += n
  38. func get_ready():
  39. current_state = State.READY
  40. target.position = source.position
  41. nbAmmo = nbStorage
  42. nbStorage = 0
  43. func _on_ShootDelay_timeout():
  44. shoot()
  45. nbAmmo -= 1
  46. if (nbAmmo == 0):
  47. current_state = State.WAITING
  48. else:
  49. emit_signal("get_firing")
  50. func _on_Launcher_get_firing():
  51. shootDelay.start()
  52. func _on_Ball_tree_exited():
  53. load_bullet(1)
  54. if (get_tree().get_nodes_in_group("ball").size() == 0):
  55. emit_signal("is_full")
  56. func _on_Grid_has_moved():
  57. get_ready()
  58. func _on_Grid_kace_broken():
  59. load_bullet(1)