Files
KickSurvivors/scripts/Essence.gd
T
2026-04-23 00:51:28 +03:00

107 lines
2.6 KiB
GDScript

extends CharacterBody3D
const ENCHANTED_SPHERE_SCENE := preload("res://scenes/EnchantedSphere.tscn")
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.88
const MIN_SPEED := 0.3
const WALL_BOUNCE := 0.6
const WALL_SELF_DMG := 0.0
var kickable_type: String = "essence"
var kick_tier: int = 0
var toughness_tier: int = 3
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 999.0
var dead: bool = false
var damage_modifier: float = 0.0
@onready var mesh_node: MeshInstance3D = $EssenceMesh
var essence_mat: StandardMaterial3D
func _ready() -> void:
add_to_group("kickable")
essence_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = essence_mat
var tw := create_tween().set_loops()
tw.tween_property(self, "position:y", 0.35, 0.6)
tw.tween_property(self, "position:y", 0.15, 0.6)
func apply_collision_damage(_dmg: float) -> void:
pass
func receive_kick(direction: Vector3, force: float) -> void:
fly_vel = direction * force
fly_vel.y = 0.0
state = State.FLYING
func _physics_process(delta: float) -> void:
if state == State.IDLE:
mesh_node.rotation.y += delta * 1.5
return
_fly(delta)
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
velocity = fly_vel
velocity.y = 0.0
move_and_slide()
var handled := false
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var col3d := col.get_collider() as Node3D
if col3d == null:
continue
if col3d.has_meta("is_enchanting_table"):
_hit_table(col3d)
return
if col3d.has_meta("is_wall"):
var normal := col.get_normal()
normal.y = 0.0
if normal.length() > 0.01:
fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
else:
fly_vel = Vector3.ZERO
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
KickSystem.resolve(self, col3d, fly_vel)
fly_vel *= 0.4
handled = true
break
if not handled:
fly_vel = velocity
fly_vel.y = 0.0
fly_vel *= pow(AIR_FRICTION, delta * 60.0)
if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
state = State.IDLE
mesh_node.rotation.y += delta * speed_now * 0.4
func _hit_table(table: Node3D) -> void:
if dead:
return
dead = true
state = State.IDLE
set_physics_process(false)
var parent := get_parent()
var spawn_pos := table.global_position + Vector3(0, 0.5, 0)
queue_free()
if parent == null:
return
var sphere := ENCHANTED_SPHERE_SCENE.instantiate() as Node3D
parent.add_child(sphere)
sphere.global_position = spawn_pos