add kick system
This commit is contained in:
+16
-9
@@ -4,15 +4,14 @@ enum State { IDLE, FLYING }
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const AIR_FRICTION := 0.84
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const MIN_SPEED := 0.5
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const DAMAGE_MULT := 0.9
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const WALL_BOUNCE := 0.5
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const WALL_SELF_DMG := 0.6
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const HIT_SELF_DMG := 0.4
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var health: float = 60.0
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var dead: bool = false
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var damage_modifier: float = 1.25
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@onready var mesh_node: MeshInstance3D = $RockMesh
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var rock_mat: StandardMaterial3D
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@@ -25,6 +24,12 @@ func _ready() -> void:
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rock_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = rock_mat
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func can_merge_with(_other: Node3D, _speed: float) -> bool:
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return false
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func apply_collision_damage(dmg: float) -> void:
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_take_damage(dmg)
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func receive_kick(direction: Vector3, force: float) -> void:
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fly_vel = direction * force
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fly_vel.y = 0.0
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@@ -57,14 +62,16 @@ func _fly(delta: float) -> void:
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_take_damage(speed_now * WALL_SELF_DMG)
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handled = true
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break
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elif col3d.is_in_group("enemies"):
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var to_enemy := col3d.global_position - global_position
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to_enemy.y = 0.0
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var dir := to_enemy.normalized() if to_enemy.length() > 0.01 else (fly_vel.normalized() if fly_vel.length() > 0.01 else Vector3.FORWARD)
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col3d.call("_take_hit", int(speed_now * DAMAGE_MULT))
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col3d.call("receive_kick", dir, speed_now * 0.65)
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elif col3d.is_in_group("enemies") or col3d.is_in_group("rocks"):
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if col3d == self:
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continue
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KickSystem.resolve(self, col3d, fly_vel)
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if not dead and is_instance_valid(col3d):
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var kick_dir := col3d.global_position - global_position
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kick_dir.y = 0.0
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if kick_dir.length() > 0.01:
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col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.65)
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fly_vel *= 0.45
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_take_damage(speed_now * HIT_SELF_DMG)
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handled = true
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break
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