mirror of
https://github.com/Steffo99/pineapple-surf.git
synced 2024-11-23 00:04:20 +00:00
68 lines
1.8 KiB
GDScript
68 lines
1.8 KiB
GDScript
extends BaseWeapon
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class_name PeaShooter
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const FIRE_RATE := 0.15
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var last_fired := 0
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var remaining := 10
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@onready var ray = $RayCast3D
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# FIXME: use singleton class here as well
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@onready var croptiles_container: Node3D = get_tree().root.find_child("CropTiles", true, false)
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var croptile = preload("res://island/CropTile.tscn")
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func _init() -> void:
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self.weaponSlot = WeaponSlot.ONE
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self.ammoType = AmmoType.SINGLE
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var current_time = Time.get_ticks_msec()
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if Input.is_action_just_pressed("fire") and current_time > (last_fired + FIRE_RATE*1000):
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if remaining > 0:
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shoot()
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func shoot() -> void:
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last_fired = Time.get_ticks_msec()
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# audio_player.play()
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# $AnimationPlayer.seek(0)
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# $AnimationPlayer.play("shoot")
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if ray.is_colliding():
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var normal = ray.get_collision_normal() as Vector3
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var point = ray.get_collision_point() as Vector3
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var object = ray.get_collider() as Node3D
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try_placing_seed(ray)
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# decalInstance.position = point
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# object.add_child(decalInstance)
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else:
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# We should show a particle fx where the seed bouced off
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pass
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remaining -= 1
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func try_placing_seed(ray: RayCast3D) -> bool:
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var point = ray.get_collision_point() as Vector3
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var normal = ray.get_collision_normal() as Vector3
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var obj = ray.get_collider() as Node3D
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print(point, normal, obj.name)
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if normal != Vector3(0,1,0):
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print("Not horizontal, no plant for you :<")
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return false
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var correct_point = point.floor()
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var crop = croptile.instantiate() as CropTile
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crop.position = correct_point
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croptiles_container.add_child(crop)
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crop.plant()
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return true
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