Launcher.gd 2.6 KB

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