Files
slopvivors/scenes/attacks/attack_sword.gd

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2.7 KiB
GDScript

extends Node2D
@export var default_attack_time: float = 0.5
@export var default_damage: float = 5.0
@onready var trigger_area: Area2D = $TriggerArea
@onready var trigger_collision: CollisionShape2D = $TriggerArea/TriggerCollision
@onready var timer: Timer = $Timer
@onready var attack_path: Path2D = $AttackPath
@onready var path_follow_2d: PathFollow2D = $AttackPath/PathFollow2D
@onready var attack_area: Area2D = $AttackPath/PathFollow2D/Sprite2D/AttackArea
var damage: float
var current_target: Node2D = null
var current_progress: float = 0.0
var damaged_this_attack: Array = []
func _ready() -> void:
attack_path.visible = false
damage = default_damage
func _physics_process(delta: float) -> void:
if timer.is_stopped():
timer.start()
if current_progress == 1.0:
reset_attack()
if current_target and is_instance_valid(current_target) and not current_target.is_queued_for_deletion():
track_target(current_target)
attack_path.visible = true
# Do attack animation
current_progress += delta / default_attack_time
current_progress = clampf(current_progress, 0.0, 1.0)
path_follow_2d.progress_ratio = current_progress
func reset_attack() -> void:
current_target = null
attack_path.visible = false
current_progress = 0.0
damaged_this_attack = []
position = Vector2.ZERO
rotation = 0.0
func set_target(body: Node2D):
current_target = body
func track_target(body: Node2D):
if not current_target or not is_instance_valid(body) or body.is_queued_for_deletion():
print_debug("target deleted or queued for deletion")
return
var mid_distance = attack_path.curve.get_baked_length() / 2
var mid_point: Vector2 = attack_path.curve.sample_baked(mid_distance)
var offset = body.global_position - to_global(mid_point)
var desired_dir = (body.global_position - to_global(mid_point)).normalized()
var start_point_global = attack_path.to_global(attack_path.curve.sample_baked(0))
var end_point_global = attack_path.to_global(attack_path.curve.sample_baked(attack_path.curve.get_baked_length()))
var curve_dir = (start_point_global - end_point_global).normalized()
var angle_diff = curve_dir.angle_to(desired_dir)
if rotation == 0.0:
rotation = curve_dir.angle_to(desired_dir)
print_debug("tracked target")
position += offset
func _on_timer_timeout() -> void:
if trigger_area.has_overlapping_bodies():
for body in trigger_area.get_overlapping_bodies():
if body.is_in_group(GlobalConst.GROUP_ENEMY):
set_target(body)
func _on_attack_area_body_entered(body: Node2D) -> void:
if not attack_path.visible:
return
if body in damaged_this_attack:
return
if body.is_in_group(GlobalConst.GROUP_ENEMY) and body.is_in_group(GlobalConst.GROUP_DAMAGEABLE):
body.take_damage(damage)
damaged_this_attack.append(body)