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Merge branch 'cleanup/explosions' into 'develop'
🐛 Fix explosion bugs and cleanup logic See merge request open-fpsz/open-fpsz!21
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commit
7771d9db54
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@ -89,7 +89,7 @@ func _handle_jetpack(delta, direction):
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energy = clamp(energy, 0, max_energy)
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energy_changed.emit(energy)
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func _process(delta):
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func _process(_delta):
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if player_state == PlayerState.PLAYER_DEAD:
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return
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%SpringArm3D.global_transform.basis = Basis.from_euler(Vector3(input.camera_rotation.y, input.camera_rotation.x, 0.0))
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@ -1,13 +1,7 @@
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[gd_scene load_steps=3 format=3 uid="uid://ds1hekx1dq1bg"]
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[gd_scene load_steps=2 format=3 uid="uid://ds1hekx1dq1bg"]
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[ext_resource type="Script" path="res://components/area_damage_component.gd" id="1_hn2e3"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_080vi"]
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radius = 5.0
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[node name="AreaDamage" type="Area3D"]
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collision_layer = 4
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script = ExtResource("1_hn2e3")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_080vi")
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@ -1,8 +1,8 @@
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extends Area3D
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class_name HealthComponent
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@export var max_health : int = 100
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@export var health : int = 100:
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@export var max_health : float = 100.0
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@export var health : float = 100.0:
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set(value):
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health = value
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health_changed.emit(value)
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@ -24,7 +24,6 @@ func explode(spawn_location):
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var spawned_explosion = EXPLOSION.instantiate()
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spawned_explosion.position = spawn_location
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game.add_child(spawned_explosion)
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spawned_explosion.explode()
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queue_free()
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func _physics_process(delta):
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@ -1,24 +1,22 @@
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extends Node3D
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@onready var fire = $Fire
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@onready var explosion_area : AreaDamageComponent = $AreaDamageComponent
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@onready var area_damage : AreaDamageComponent = $AreaDamageComponent
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var explosion_effect_pending : bool = false
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const impulse_force = 1000;
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func explode():
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explosion_effect_pending = true
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func _ready():
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fire.emitting = true
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func _physics_process(_delta):
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if explosion_effect_pending:
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var bodies = explosion_area.get_overlapping_bodies()
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var bodies = area_damage.get_overlapping_bodies()
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for body in bodies:
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if body is RigidBody3D:
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var direction = (body.global_position - global_position).normalized()
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body.apply_central_impulse(direction * impulse_force)
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for body in bodies:
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if body is RigidBody3D:
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var direction = (body.global_position - global_position).normalized()
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body.apply_central_impulse(direction * impulse_force)
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explosion_effect_pending = false
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await get_tree().create_timer(1.0).timeout
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queue_free()
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area_damage.monitorable = false
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area_damage.monitoring = false
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await get_tree().create_timer(1.0).timeout
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queue_free()
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@ -1,4 +1,4 @@
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[gd_scene load_steps=8 format=3 uid="uid://8atq41j7wd55"]
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[gd_scene load_steps=9 format=3 uid="uid://8atq41j7wd55"]
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[ext_resource type="Script" path="res://weapons/space_gun/projectile_explosion.gd" id="1_fp5td"]
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[ext_resource type="PackedScene" uid="uid://ds1hekx1dq1bg" path="res://components/area_damage_component.tscn" id="2_reyvo"]
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@ -25,6 +25,9 @@ emission_energy_multiplier = 4.0
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[sub_resource type="SphereMesh" id="SphereMesh_k3pnh"]
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material = SubResource("StandardMaterial3D_wpu51")
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[sub_resource type="SphereShape3D" id="SphereShape3D_mlo2k"]
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radius = 5.0
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[node name="ProjectileExplosion" type="Node3D"]
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script = ExtResource("1_fp5td")
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@ -40,3 +43,6 @@ draw_pass_1 = SubResource("SphereMesh_k3pnh")
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[node name="AreaDamageComponent" parent="." instance=ExtResource("2_reyvo")]
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damage = 35
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[node name="CollisionShape3D" type="CollisionShape3D" parent="AreaDamageComponent"]
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shape = SubResource("SphereShape3D_mlo2k")
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