godot-shooter / files / weapons / Weapon.gd
Weapon.gd
| 1 | class_name Weapon |
| 2 | |
| 3 | var cooldown_seconds = .5 |
| 4 | var shooting_range = 400 |
| 5 | var particle: PackedScene |
| 6 | var particle_speed = 100 |
| 7 | var particle_lifetime_secs = 5 |
| 8 | var damage_amount = 1 |
| 9 | var ammo = INF |
| 10 | var name = "Laser" |
| 11 | var reload_size = 1 |
| 12 | var last_shoot_time: float |
| 13 | |
| 14 | const Utils = preload("res://utils/Utils.gd") |
| 15 | |
| 16 | func _init() -> void: |
| 17 | var now = Time.get_unix_time_from_system() |
| 18 | last_shoot_time = now |
| 19 | |
| 20 | func try_shoot(shooter: Node2D, target: Vector2) -> void: |
| 21 | var has_ammo = ammo == INF or ammo > 0 |
| 22 | if not has_ammo: |
| 23 | return |
| 24 | |
| 25 | var now = Time.get_unix_time_from_system() |
| 26 | var sec_since_shot = now - last_shoot_time |
| 27 | var can_shoot = sec_since_shot > cooldown_seconds |
| 28 | if not can_shoot: |
| 29 | return |
| 30 | |
| 31 | if ammo != INF: |
| 32 | ammo = ammo - 1 |
| 33 | |
| 34 | var parent = shooter.get_parent() |
| 35 | var particle_instance = particle.instance() |
| 36 | parent.add_child(particle_instance) |
| 37 | particle_instance.transform = shooter.global_transform |
| 38 | particle_instance.damage_amount = self.damage_amount |
| 39 | particle_instance.global_rotation = shooter.global_position.angle_to_point(target) + PI / 2.0 |
| 40 | particle_instance.shooter_rid = shooter.get_instance_id() |
| 41 | last_shoot_time = now |