🎉 initial commit

This commit is contained in:
anyreso 2024-04-07 14:25:59 -04:00
commit d02447c7e6
185 changed files with 8442 additions and 0 deletions

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extends Node3D
const speed : float = 68.0
var velocity : Vector3 = Vector3.ZERO
# @FIXME: with an imaginary box around the map
const lifespan : float = 5.0 # in seconds
@onready var shape_cast = $ShapeCast3D
@onready var game = get_tree().get_current_scene()
const EXPLOSION = preload("res://weapons/space_gun/projectile_explosion.tscn")
func _ready():
var lifespan_timer = Timer.new()
lifespan_timer.set_wait_time(lifespan)
lifespan_timer.set_one_shot(true)
lifespan_timer.set_autostart(true)
lifespan_timer.timeout.connect(self_destruct)
add_child(lifespan_timer)
func self_destruct():
explode(position)
func explode(spawn_location):
var spawned_explosion = EXPLOSION.instantiate()
spawned_explosion.position = spawn_location
game.add_child(spawned_explosion)
spawned_explosion.explode()
queue_free()
func _physics_process(delta):
global_position += velocity * delta
shape_cast.target_position = to_local(global_position - velocity) * delta
if shape_cast.is_colliding():
var contact_point = shape_cast.collision_result[0].point
explode(contact_point)

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extends Node3D
@onready var fire = $Fire
@onready var explosion_area = $Area3D
var explosion_effect_pending : bool = false
const impulse_force = 1000;
func explode():
explosion_effect_pending = true
fire.emitting = true
func _physics_process(_delta):
if explosion_effect_pending:
var bodies = explosion_area.get_overlapping_bodies()
for body in bodies:
if body is RigidBody3D:
var direction = (body.global_position - global_position).normalized()
body.apply_central_impulse(direction * impulse_force)
explosion_effect_pending = false
await get_tree().create_timer(1.0).timeout
queue_free()

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initial_velocity_max = 12.0
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[node name="Fire" type="GPUParticles3D" parent="."]
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extends Node3D
class_name SpaceGun
signal shoot(projectile, velocity, initial_location, initial_rotation)
const PROJECTILE = preload("res://weapons/space_gun/projectile.tscn")
@onready var nozzle = $Nozzle
@onready var inventory = get_parent()
const ammo_max : int = 20
var ammo : int = ammo_max
var inheritance : float = 100.0 # percent
func print_node_properties(node):
var properties = node.get_property_list()
for prop in properties:
prints(prop.name, node.get(prop.name))
func _ready():
shoot.connect(_on_shoot)
func _input(_event):
if Input.is_action_just_pressed("fire_primary"):
var projectile = PROJECTILE.instantiate()
shoot.emit(projectile, nozzle, inventory.owner)
func _on_shoot(projectile, origin, player):
projectile.position = origin.global_position
projectile.rotation = origin.global_rotation
projectile.velocity = origin.global_basis.z.normalized() * projectile.speed
var inheritance_factor = clamp(inheritance, 0., 100.) / 100.
projectile.velocity += (player.linear_velocity * inheritance_factor)
inventory.owner.add_sibling(projectile)
var collider = projectile.shape_cast
collider.add_exception(player)

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