feat: add projectile effects + states

This commit is contained in:
Varylios 2025-09-21 00:32:13 +02:00
parent 868810ca82
commit ee46149287
5 changed files with 140 additions and 39 deletions

View file

@ -73,13 +73,14 @@ static func showConfirmPopup(
text : String,
nodeToAppend : Node,
confirmCallback : Callable,
cancelCallback : Callable = func(): null
cancelCallback : Callable = func(): pass
) -> void:
var confirmPopup : ConfirmPopup = CONFIRM_POPUP.instantiate()
nodeToAppend.add_child(confirmPopup)
nodeToAppend.get_tree().paused = true
confirmPopup.label.text = text
confirmPopup.confirmed.connect(confirmCallback)
confirmPopup.canceled.connect(cancelCallback)
confirmPopup.confirmed.connect(func(): confirmCallback.call(); nodeToAppend.get_tree().paused = false)
confirmPopup.canceled.connect(func(): cancelCallback.call(); nodeToAppend.get_tree().paused = false)
enum POSITION { TOP, CENTER, DOWN }
static func getHitBoxLocation(body : CollisionObject3D, position : POSITION) -> float:

View file

@ -2,6 +2,9 @@ extends CharacterBody3D
class_name Projectile
enum State { INIT, TRAVEL, EFFECT, DESPAWN }
enum Mode {
FOLLOW, ## Follow target
LOCATION, ## Go to target location
@ -9,9 +12,15 @@ enum Mode {
HITSCAN, ## Spawn on target location
}
enum Duration {
enum Effect {
ONE_HIT, ## Make damage on hit
DAMAGE_OVER_TIME, ## Make damage every tick for specified duration[br]work with [member maxTargets] for number of tick
## Make damage every tick for specified duration[br]
## work with [member dotTicks] for number of tick
DAMAGE_OVER_TIME,
## Make damage over time on hitted target for the specified duration[br]
## work with [member dotTicks] for number of tick
POISON,
}
enum Type { ## Types of projectiles
@ -23,14 +32,17 @@ enum Type { ## Types of projectiles
@export var mode : Mode = Mode.FOLLOW
@export var duration : Duration = Duration.ONE_HIT
@export var effect : Effect = Effect.ONE_HIT
@export var type : Type = Type.BASIC
@export var speed : int
## Usefull when [enum Type] is not [constant BASIC][br]
## [code]-1[/code] for no maximum
## Used as time when [enum Duration] is [constant HITSCAN]
## Usefull when [enum Type] is not [constant BASIC][br][code]-1[/code] for no maximum
@export var maxTargets : int = 1
## The amount of ticks
## Used as time when [enum Effect] is [constant DAMAGE_OVER_TIME] or [constant POISON]
@export var dotTicks : int
@export var tickInterval : float ##
var state : State = State.INIT
var amount : float
var target : PhysicsBody3D
var vectorTarget : Vector3
@ -41,25 +53,30 @@ var affectedTarget : Array[Node3D]
func _ready() -> void:
$HitBox.body_entered.connect(collidingBodies.append)
#$HitBox.body_entered.connect(test)
$HitBox.body_exited.connect(collidingBodies.erase)
$EffectArea.body_entered.connect(bodiesInRange.append)
$EffectArea.body_exited.connect(bodiesInRange.erase)
func test(body):
print(body)
var firstTick : bool = true
func _physics_process(_delta: float) -> void:
if firstTick:
firstTick = false
if state == State.INIT:
state = State.TRAVEL
return
resolveContact()
match state:
State.TRAVEL when isOnTarget():
state = State.EFFECT
applyEffects()
return
State.EFFECT: return
State.DESPAWN:
queue_free.call_deferred()
return
if shouldQueueFree():
queue_free.call_deferred()
state = State.DESPAWN
if state != State.TRAVEL:
return
if mode == Mode.FOLLOW:
@ -72,39 +89,63 @@ func _physics_process(_delta: float) -> void:
func shouldQueueFree() -> bool:
if maxTargets == 0 || !is_instance_valid(target) && mode == Mode.FOLLOW:
return true
elif mode != Mode.FOLLOW:
return isOnTarget()
if !is_instance_valid(target):
return mode == Mode.FOLLOW || maxTargets == 0
elif target is Tower:
return not target.visible
return false
return maxTargets == 0
func isOnTarget() -> bool:
match mode:
Mode.LOCATION, Mode.SPAWN_ON_TARGET: return vectorTarget.distance_squared_to(global_position) < .4
Mode.LOCATION: return vectorTarget.distance_squared_to(global_position) < .4
Mode.FOLLOW: return collidingBodies.has(target)
Mode.HITSCAN: return true
Mode.HITSCAN, Mode.SPAWN_ON_TARGET: return true
_: return false
func resolveContact() -> void:
if collidingBodies.is_empty() || not isOnTarget():
return
func applyEffects() -> void:
if not collidingBodies.is_empty() && isOnTarget():
resolveContacts()
if effect == Effect.DAMAGE_OVER_TIME:
dotTicks -= 1
state = State.DESPAWN
if dotTicks > 0:
state = State.EFFECT
await get_tree().create_timer(tickInterval).timeout
applyEffects.call_deferred()
func resolveContacts() -> void:
match type:
Type.AOE:
if maxTargets > 0: # No need to sort if we want to hit all targets
collidingBodies.sort_custom(sortTargets)
collidingBodies.map(resolveEffect)
_ when collidingBodies.has(target):
resolveEffect(target)
if type == Type.BOUNCING:
target = null if bodiesInRange.is_empty() else bodiesInRange[0]
target = chooseNextTarget()
state = State.TRAVEL
return
func sortTargets(body1: Node3D, body2: Node3D) -> bool:
return vectorTarget.distance_to(body1.global_position) < vectorTarget.distance_to(body2.global_position)
func chooseNextTarget() -> Node3D:
var bodies = bodiesInRange.filter(func(body): return not affectedTarget.has(body))
if bodies.is_empty():
return null
bodies.sort_custom(sortTargets)
return bodies[0]
func resolveEffect(body : Node3D) -> void:
if affectedTarget.has(body) || body is GameTile || maxTargets == 0:
if body is GameTile || maxTargets == 0:
return
if type == Type.DISABLING && body.has_method("disable"):
@ -112,12 +153,21 @@ func resolveEffect(body : Node3D) -> void:
elif body.has_method("take_damage"):
body.take_damage(amount)
if effect == Effect.POISON:
dotTicks -= 1
while dotTicks > 0 && is_instance_valid(body):
dotTicks -= 1
await get_tree().create_timer(tickInterval).timeout
body.take_damage(amount)
affectedTarget.append(body)
maxTargets -= 1
state = State.DESPAWN
func shoot(_target: Node3D, globalPos: Vector3) -> void:
target = _target
vectorTarget = globalPos
var transform3D : Transform3D = Transform3D()
transform3D.origin = globalPos
@ -127,12 +177,11 @@ func shoot(_target: Node3D, globalPos: Vector3) -> void:
transform3D = transform3D.looking_at(targetPosition)
match mode:
Mode.SPAWN_ON_TARGET:
vectorTarget = targetPosition
transform3D.origin = targetPosition
transform3D = transform3D.looking_at(globalPos)
vectorTarget = targetPosition
Mode.LOCATION:
vectorTarget = targetPosition
velocity = transform3D.origin.direction_to(vectorTarget) * speed
print(transform3D)
EventBus.projectile_shooted.emit(self, transform3D)

View file

@ -0,0 +1,41 @@
[gd_scene load_steps=7 format=3 uid="uid://dp8tg6cpu3ftd"]
[ext_resource type="PackedScene" uid="uid://oykrff3g74eo" path="res://Projectiles/projectile.tscn" id="1_yw5ty"]
[sub_resource type="SphereShape3D" id="SphereShape3D_xshf4"]
[sub_resource type="Gradient" id="Gradient_yw5ty"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(1, 0.007843138, 0, 1, 1, 0.54901963, 0, 1, 1, 0, 0, 1)
metadata/_snap_enabled = true
[sub_resource type="GradientTexture1D" id="GradientTexture1D_xshf4"]
gradient = SubResource("Gradient_yw5ty")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yw5ty"]
transparency = 4
albedo_color = Color(1, 1, 1, 0.43137255)
albedo_texture = SubResource("GradientTexture1D_xshf4")
[sub_resource type="SphereMesh" id="SphereMesh_q317a"]
material = SubResource("StandardMaterial3D_yw5ty")
[node name="Projectile" instance=ExtResource("1_yw5ty")]
mode = 2
effect = 1
type = 1
maxTargets = -1
dotTicks = 6
tickInterval = 0.5
[node name="Sprite3D" parent="." index="1"]
visible = false
[node name="HitBox" parent="." index="2"]
collision_mask = 2
[node name="ProjectileSize" parent="HitBox" index="0"]
shape = SubResource("SphereShape3D_xshf4")
[node name="MeshInstance3D" type="MeshInstance3D" parent="." index="4"]
mesh = SubResource("SphereMesh_q317a")

View file

@ -2,16 +2,18 @@
[ext_resource type="PackedScene" uid="uid://oykrff3g74eo" path="res://Projectiles/projectile.tscn" id="1_suva6"]
[sub_resource type="SphereShape3D" id="SphereShape3D_k24mn"]
radius = 1.5
[sub_resource type="SphereShape3D" id="SphereShape3D_878kj"]
[node name="Projectile" instance=ExtResource("1_suva6")]
type = 2
speed = 5
maxTargets = 3
[node name="DamageArea#BoucingRange" type="CollisionShape3D" parent="." index="0"]
shape = SubResource("SphereShape3D_k24mn")
[node name="HitBox" parent="." index="3"]
[node name="HitBox" parent="." index="2"]
collision_mask = 2
[node name="EffectArea" parent="." index="3"]
collision_mask = 2
[node name="CollisionShape3D" type="CollisionShape3D" parent="EffectArea" index="0"]
shape = SubResource("SphereShape3D_878kj")

View file

@ -1,7 +1,8 @@
[gd_scene load_steps=5 format=3 uid="uid://c4ta0aynybpis"]
[gd_scene load_steps=6 format=3 uid="uid://c4ta0aynybpis"]
[ext_resource type="PackedScene" uid="uid://trg7ag3dqr2l" path="res://Towers/tower.tscn" id="1_yctfx"]
[ext_resource type="Texture2D" uid="uid://dwwgho6f8f4kj" path="res://Assets/Icones/penguin.svg" id="2_5uh04"]
[ext_resource type="PackedScene" uid="uid://dp8tg6cpu3ftd" path="res://Projectiles/Scenes/projectile-Evan.tscn" id="3_5uh04"]
[sub_resource type="SphereShape3D" id="SphereShape3D_y05yr"]
radius = 4.0
@ -14,7 +15,14 @@ tower_name = "Evan"
type = 5
icone = ExtResource("2_5uh04")
bio = ""
price = 300
damage = 1
projectileScene = ExtResource("3_5uh04")
towerRange = SubResource("SphereShape3D_y05yr")
action_cooldown = 3.0
max_energy = 30.0
energy_regen = 5.0
energy_cost = 10.0
[node name="EnergyBar3D" parent="." index="6"]
texture = SubResource("ViewportTexture_fegyx")