feat: implement explosive and homing projectile types for weapon system

This commit is contained in:
DottsGit
2026-06-04 18:40:59 -04:00
parent 09103ce366
commit bd04135dba
2 changed files with 42 additions and 15 deletions
+22
View File
@@ -68,3 +68,25 @@ func _explode(pos: Vector3) -> void:
pass pass
else: else:
col.take_damage(final_damage, target_pos, owner_player) col.take_damage(final_damage, target_pos, owner_player)
# Visual Effect
var visual = MeshInstance3D.new()
var s_mesh = SphereMesh.new()
s_mesh.radius = explosion_radius
s_mesh.height = explosion_radius * 2.0
visual.mesh = s_mesh
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.5, 0.0, 0.6) # Translucent orange
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.emission_enabled = true
mat.emission = Color(1.0, 0.3, 0.0)
visual.material_override = mat
visual.position = pos
get_tree().current_scene.add_child(visual)
var tween = visual.create_tween()
tween.tween_property(mat, "albedo_color:a", 0.0, 0.3)
tween.parallel().tween_property(visual, "scale", Vector3(1.1, 1.1, 1.1), 0.3)
tween.tween_callback(visual.queue_free)
+18 -13
View File
@@ -6,20 +6,25 @@ var turn_speed: float = 5.0
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if is_instance_valid(weapon_source) and weapon_source.get("homing_target_pos") != null: if is_instance_valid(weapon_source) and weapon_source.get("homing_target_pos") != null:
var target: Vector3 = weapon_source.homing_target_pos var is_painting = weapon_source.get("is_targeting")
if target != Vector3.ZERO: if is_painting != null and not is_painting:
# Steer towards target # Not painting target, just fly straight
var speed = velocity.length() pass
var desired_dir = (target - global_position).normalized() else:
var current_dir = velocity.normalized() var target: Vector3 = weapon_source.homing_target_pos
if target != Vector3.ZERO:
# Steer towards target
var speed = velocity.length()
var desired_dir = (target - global_position).normalized()
var current_dir = velocity.normalized()
var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized() var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized()
velocity = new_dir * speed velocity = new_dir * speed
# Also rotate visually to match new direction # Also rotate visually to match new direction
var up_vec = Vector3.UP var up_vec = Vector3.UP
if abs(new_dir.dot(up_vec)) > 0.99: if abs(new_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT up_vec = Vector3.RIGHT
transform.basis = Basis.looking_at(new_dir, up_vec) transform.basis = Basis.looking_at(new_dir, up_vec)
super._physics_process(delta) super._physics_process(delta)