road-rage-tank/buildings/building.gd

56 lines
1.5 KiB
GDScript

class_name Building
extends CollisionObject3D
@export var health := 10.
@export var shake_noise: FastNoiseLite
@export var randomize_height := true
var shake_duration := 0.
@onready var initial_shaker_pos: Vector3 = %Shaker.position
func _ready() -> void:
if randomize_height:
scale.y = randf_range(.5, 1.25)
func _process(delta: float) -> void:
if shake_duration <= 0:
%Shaker.position = initial_shaker_pos
else:
var x := shake_noise.get_noise_1d(shake_duration * 10000)
var y := shake_noise.get_noise_1d(-shake_duration * 10000)
%Shaker.position = initial_shaker_pos + (Vector3(x, 0, y) * 0.75)
shake_duration = move_toward(shake_duration, 0., delta)
func _show_score_label(score: int) -> void:
%ScoreLabel.position.x += randf_range(-2, 2)
%ScoreLabel.position.y += randf_range(-2, 2)
%ScoreLabel.text = "+%d" % score
%ScoreLabel.show()
create_tween().tween_property(%ScoreLabel, "position:y", %ScoreLabel.position.y + 2., 1.)
await get_tree().create_timer(.5, false).timeout
var t := create_tween()
t.tween_property(%ScoreLabel, "modulate:a", 0., .5)
t.parallel().tween_property(%ScoreLabel, "outline_modulate:a", 0., .5)
t.finished.connect(%ScoreLabel.queue_free)
func hit(_proj: Node3D, damage: float) -> bool:
health -= damage
if health <= 0.:
var score := randi_range(10, 20)
SignalBus.building_destroyed.emit(self, score)
collision_layer = 1 # World collision only
%Shaker.hide()
%DestroyedMesh.show()
%GPUParticles3D.preprocess = randf()
_show_score_label(score)
else:
shake_duration += 0.5
return true