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the-cold-night/src/behaviours/BulletSpawn.gd

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970 B
GDScript

extends Node
export var bullet: PackedScene
export var bullet_container_node_path: String
onready var bullet_container_node: Node = get_node(bullet_container_node_path)
onready var source: Node2D = get_parent()
var _timer : Timer = null
func _ready():
_timer = Timer.new()
add_child(_timer)
_timer.set_wait_time(0.3)
_timer.set_one_shot(true)
_timer.start()
func _process(_delta):
print(_timer.get_time_left())
if Input.is_action_just_pressed("player_shoot") and _timer.get_time_left()==0:
shoot()
#restart timer
_timer.set_wait_time(0.3)
_timer.set_one_shot(true)
_timer.start()
func shoot():
var new_bullet = bullet.instance()
new_bullet.set_position(source.global_position)
bullet_container_node.add_child(new_bullet)
var rotation = new_bullet.get_angle_to(source.get_global_mouse_position())
new_bullet.set_rotation(rotation)
new_bullet.get_node("Ownership").entity_owner = source
new_bullet.add_collision_exception_with(source)