Launcher.gd 2.3 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. var _ballScene = preload("res://scenes/Ball.tscn")
  17. var nbAmmo = 0
  18. var nbStorage = 1
  19. onready var target = $TargetLine
  20. onready var visor = $TargetLine/TargetVisor
  21. onready var source = $Source
  22. onready var shootDelay = $ShootDelay
  23. onready var grid = $Grid
  24. onready var current_state = State.WAITING
  25. func _ready():
  26. get_ready()
  27. func _input(event):
  28. if event is InputEventMouseButton and event.is_pressed() :
  29. trigger(event.position)
  30. elif event is InputEventMouseMotion and current_state == State.READY:
  31. aim_at(event.position)
  32. func aim_at(cursor:Vector2):
  33. visor.position = (cursor - source.position) * visor_ratio
  34. emit_signal("move_visor")
  35. func trigger(aim:Vector2):
  36. if (current_state == State.READY):
  37. current_state = State.FIRING
  38. emit_signal("get_firing")
  39. elif (current_state == State.WAITING):
  40. current_state = State.INTERRUPTING
  41. emit_signal("interrupt_wave")
  42. func shoot():
  43. var bullet = _ballScene.instance()
  44. bullet.position = source.position
  45. bullet.linear_velocity = (target.get_visor_pos() - source.position).normalized()
  46. bullet.linear_velocity *= BULLET_SPEED
  47. add_child(bullet)
  48. bullet.connect("tree_exited", self, "_on_Ball_tree_exited")
  49. bullet.connect("kace_contact", grid, "_on_Ball_kace_contact")
  50. self.connect("interrupt_wave", bullet, "_on_Launcher_interrupt_wave")
  51. func gain_new_bullet():
  52. load_bullet(1)
  53. emit_signal("gain_new_bullet")
  54. func load_bullet(n:int):
  55. nbStorage += n
  56. func end_of_round():
  57. if (current_state != State.DEAD):
  58. get_ready()
  59. func get_ready():
  60. current_state = State.READY
  61. visor.position = source.position
  62. nbAmmo = nbStorage
  63. nbStorage = 0
  64. func die():
  65. current_state = State.DEAD
  66. func _on_ShootDelay_timeout():
  67. shoot()
  68. nbAmmo -= 1
  69. if (nbAmmo == 0):
  70. current_state = State.WAITING
  71. else:
  72. emit_signal("get_firing")
  73. func _on_Launcher_get_firing():
  74. shootDelay.start()
  75. func _on_Ball_tree_exited():
  76. load_bullet(1)
  77. if (get_tree().get_nodes_in_group("ball").size() == 0):
  78. emit_signal("is_full")
  79. func _on_Grid_has_moved():
  80. end_of_round()
  81. func _on_Grid_kace_broken():
  82. gain_new_bullet()
  83. func _on_DeadLine_game_lost():
  84. die()