mortar + mini gun cannot hit weak points
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f73f093ae2
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10 changed files with 77 additions and 1 deletions
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@ -6,6 +6,7 @@ func fire(aim_angle: float) -> void:
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var player_projectile: PlayerProjectile = preload("res://player/projectile/player_projectile.tscn").instantiate()
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player_projectile.init(dir)
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player_projectile.damage = 5
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player_projectile.can_hit_weak_points = false
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player_projectile.global_position = global_position + Vector3.UP * 0.5
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get_tree().current_scene.add_child(player_projectile)
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fire_clock = 60. / fire_rate
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37
player/guns/mortar.gd
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37
player/guns/mortar.gd
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@ -0,0 +1,37 @@
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class_name Mortar
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extends Gun
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func calculate_projectile_velocity(source: Vector3, target: Vector3, max_height: float) -> Vector3:
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assert(is_equal_approx(source.y, target.y), "Source and target must be at the same height.")
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assert(max_height > 0.0, "Max height must be positive.")
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# Flatten to the horizontal plane and get range + direction
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var horizontal_offset := Vector3(target.x - source.x, 0.0, target.z - source.z)
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var R := horizontal_offset.length()
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assert(R > 0.0, "Source and target must not be the same point.")
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var direction := horizontal_offset / R
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var g := MortarProjectile.GRAVITY
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# Angle whose tangent is 4H/R — peaks exactly at max_height
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var angle := atan(4.0 * max_height / R)
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# Speed derived from v = sqrt(2gH + gR²/8H)
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var speed := sqrt(2.0 * g * max_height + (g * R * R) / (8.0 * max_height))
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var horizontal_speed := speed * cos(angle)
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var vertical_speed := speed * sin(angle)
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return direction * horizontal_speed + Vector3.UP * vertical_speed
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func fire(_aim_angle: float) -> void:
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var pos: Vector3 = Player.instance.get_node("%Reticle").global_position
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pos.y = global_position.y
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var vel := calculate_projectile_velocity(global_position, pos, 10.)
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var proj := preload("res://player/projectile/mortar_projectile.tscn").instantiate()
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proj.velocity = vel
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proj.global_position = global_position
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get_tree().current_scene.add_child(proj)
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fire_clock = 60. / fire_rate
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1
player/guns/mortar.gd.uid
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1
player/guns/mortar.gd.uid
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@ -0,0 +1 @@
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uid://ftrngxkkycl1
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@ -28,7 +28,7 @@ var state := State.NORMAL
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var dash_direction: Vector2
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var stamina := 1.0
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@onready var gun: Gun = %MiniGun
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@onready var gun: Gun = %Mortar
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func _init() -> void:
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instance = self
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@ -4,6 +4,7 @@
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[ext_resource type="Script" uid="uid://cjdxibg3pnans" path="res://player/score_label.gd" id="2_onrkg"]
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[ext_resource type="Script" uid="uid://fv1n5noqdfg2" path="res://player/guns/basic_gun.gd" id="3_g1dw6"]
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[ext_resource type="Script" uid="uid://b87cyvu2m5b1k" path="res://player/guns/mini_gun.gd" id="4_yw30f"]
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[ext_resource type="Script" uid="uid://ftrngxkkycl1" path="res://player/guns/mortar.gd" id="5_qjkh3"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_onrkg"]
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@ -99,3 +100,8 @@ script = ExtResource("3_g1dw6")
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unique_name_in_owner = true
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script = ExtResource("4_yw30f")
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fire_rate = 800.0
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[node name="Mortar" type="Node3D" parent="Guns" unique_id=1321220525]
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unique_name_in_owner = true
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script = ExtResource("5_qjkh3")
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fire_rate = 250.0
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17
player/projectile/mortar_projectile.gd
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17
player/projectile/mortar_projectile.gd
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@ -0,0 +1,17 @@
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class_name MortarProjectile
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extends Node3D
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var velocity: Vector3
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const GRAVITY := 40.
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func _process(delta: float) -> void:
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position += velocity * delta
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velocity += GRAVITY * Vector3.DOWN * delta
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if position.y <= 0.:
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var explosion := preload("res://player/explosion/explosion.tscn").instantiate()
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explosion.position = position
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add_sibling(explosion)
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queue_free()
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1
player/projectile/mortar_projectile.gd.uid
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1
player/projectile/mortar_projectile.gd.uid
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@ -0,0 +1 @@
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uid://dgnyxjs1f61lc
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11
player/projectile/mortar_projectile.tscn
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11
player/projectile/mortar_projectile.tscn
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@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://i5lihai81ec1"]
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[ext_resource type="Script" uid="uid://dgnyxjs1f61lc" path="res://player/projectile/mortar_projectile.gd" id="1_7aq8w"]
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[sub_resource type="SphereMesh" id="SphereMesh_7aq8w"]
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[node name="MortarProjectile" type="Node3D" unique_id=1380191443]
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script = ExtResource("1_7aq8w")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=380266621]
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mesh = SubResource("SphereMesh_7aq8w")
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@ -10,6 +10,7 @@ var health: int = 1:
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if v == 0:
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queue_free()
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var damage := 10.
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var can_hit_weak_points := true
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func _on_collision(node: Node3D):
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if node.has_method("hit"):
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