Launcher.gd 2.4 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_start_shift = Vector2(0, -20)
  17. var _ballScene = preload("res://scenes/Ball.tscn")
  18. var nbAmmo = 0
  19. var nbStorage = 1
  20. onready var target = $TargetLine
  21. onready var visor = $TargetLine/TargetVisor
  22. onready var source = $Source
  23. onready var shootDelay = $ShootDelay
  24. onready var grid = $Grid
  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. visor.position = (cursor - source.position) * visor_ratio
  35. emit_signal("move_visor")
  36. func trigger(aim:Vector2):
  37. if (current_state == State.READY):
  38. current_state = State.FIRING
  39. emit_signal("get_firing")
  40. elif (current_state == State.WAITING):
  41. current_state = State.INTERRUPTING
  42. emit_signal("interrupt_wave")
  43. func shoot():
  44. var bullet = _ballScene.instance()
  45. bullet.position = source.position
  46. bullet.linear_velocity = (target.get_visor_pos() - source.position).normalized()
  47. bullet.linear_velocity *= BULLET_SPEED
  48. add_child(bullet)
  49. bullet.connect("tree_exited", self, "_on_Ball_tree_exited")
  50. bullet.connect("kace_contact", grid, "_on_Ball_kace_contact")
  51. self.connect("interrupt_wave", bullet, "_on_Launcher_interrupt_wave")
  52. func gain_new_bullet():
  53. load_bullet(1)
  54. emit_signal("gain_new_bullet")
  55. func load_bullet(n:int):
  56. nbStorage += n
  57. func end_of_round():
  58. if (current_state != State.DEAD):
  59. get_ready()
  60. func get_ready():
  61. current_state = State.READY
  62. target.set_visor_pos(source.position + visor_start_shift)
  63. nbAmmo = nbStorage
  64. nbStorage = 0
  65. func die():
  66. current_state = State.DEAD
  67. func _on_ShootDelay_timeout():
  68. shoot()
  69. nbAmmo -= 1
  70. if (nbAmmo == 0):
  71. current_state = State.WAITING
  72. else:
  73. emit_signal("get_firing")
  74. func _on_Launcher_get_firing():
  75. shootDelay.start()
  76. func _on_Ball_tree_exited():
  77. load_bullet(1)
  78. if (get_tree().get_nodes_in_group("ball").size() == 0):
  79. emit_signal("is_full")
  80. func _on_Grid_has_moved():
  81. end_of_round()
  82. func _on_Grid_kace_broken():
  83. gain_new_bullet()
  84. func _on_DeadLine_game_lost():
  85. die()