feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets

This commit is contained in:
DottsGit
2026-06-04 18:14:50 -04:00
parent c32f45a8aa
commit e6a2199777
36 changed files with 700 additions and 4 deletions
+167
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extends BaseProjectileWeapon
class_name RocketSwarm
var is_targeting: bool = false
var homing_target_pos: Vector3 = Vector3.ZERO
var targeting_laser: MeshInstance3D
func _init() -> void:
weapon_name = "Rocket Swarm"
fire_rate = 1.0 # 1 click fires all 8
max_ammo = 4 # 4 swarms
reload_time = 3.0
base_damage = 20.0 # Per mini rocket
min_damage = 20.0
falloff_start = 0.0
max_range = 300.0
automatic = false
spread_angle = 0.15 # Wide spread out of the barrel
projectile_speed = 25.0 # Slower so they have time to home
func _build_model() -> void:
position = Vector3(0.4, -0.4, -0.6)
var mat_box = StandardMaterial3D.new()
mat_box.albedo_color = Color(0.2, 0.4, 0.5)
# Box launcher
var body = MeshInstance3D.new()
var b_mesh = BoxMesh.new()
b_mesh.size = Vector3(0.2, 0.2, 0.4)
b_mesh.material = mat_box
body.mesh = b_mesh
model_root.add_child(body)
# Laser
targeting_laser = MeshInstance3D.new()
var l_mesh = CylinderMesh.new()
l_mesh.top_radius = 0.02 # Make it thicker and more visible
l_mesh.bottom_radius = 0.02
l_mesh.height = 300.0
var l_mat = StandardMaterial3D.new()
l_mat.albedo_color = Color(1.0, 0.0, 0.0, 1.0)
l_mat.emission_enabled = true
l_mat.emission = Color(2.0, 0.0, 0.0) # Bright red
l_mesh.material = l_mat
targeting_laser.mesh = l_mesh
targeting_laser.rotation.x = deg_to_rad(90)
targeting_laser.position = Vector3(0, 0, -150.0)
targeting_laser.visible = false
model_root.add_child(targeting_laser)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/swarm_fire.wav")
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
model_root.add_child(reload_sound)
func _process(delta: float) -> void:
super._process(delta)
if camera:
is_targeting = Input.is_action_pressed("fire_alt")
targeting_laser.visible = is_targeting
if is_targeting:
var space_state = get_world_3d().direct_space_state
var origin = camera.global_position
var target = origin - camera.global_transform.basis.z * 300.0
var query = PhysicsRayQueryParameters3D.create(origin, target)
if player:
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
homing_target_pos = result.position
# Shrink laser to hit point
var dist = origin.distance_to(result.position)
(targeting_laser.mesh as CylinderMesh).height = dist
targeting_laser.position.z = -dist / 2.0
else:
homing_target_pos = target
(targeting_laser.mesh as CylinderMesh).height = 300.0
targeting_laser.position.z = -150.0
func unequip() -> void:
is_targeting = false
targeting_laser.visible = false
# Override fire to shoot 8 rockets at once
func _fire() -> void:
if current_ammo <= 0 and not reloading:
_start_reload()
return
if not camera: return
current_ammo -= 1
fire_cooldown = fire_rate
if fire_sound:
fire_sound.play()
if muzzle_flash:
muzzle_flash.light_energy = 2.0
var tween = create_tween()
tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1)
var origin = camera.global_position
var base_dir = -camera.global_transform.basis.z
for i in range(8):
# Calculate spread
var right = camera.global_transform.basis.x
var up = camera.global_transform.basis.y
var x_spread = randf_range(-1.0, 1.0) * spread_angle
var y_spread = randf_range(-1.0, 1.0) * spread_angle
var fire_dir = (base_dir + right * x_spread + up * y_spread).normalized()
_spawn_custom_projectile(origin, fire_dir)
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/homing_projectile.gd").new()
# Mesh
var mesh_instance = MeshInstance3D.new()
var p_mesh = CylinderMesh.new()
p_mesh.top_radius = 0.0
p_mesh.bottom_radius = 0.02
p_mesh.height = 0.1
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.8, 0.8, 0.1) # Yellow mini rocket
p_mesh.material = mat
mesh_instance.mesh = p_mesh
mesh_instance.rotation.x = deg_to_rad(-90)
proj.add_child(mesh_instance)
# Rotation
var up_vec = Vector3.UP
if abs(fire_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
proj.transform.basis = Basis.looking_at(fire_dir, up_vec)
# Logic
proj.weapon_source = self
proj.turn_speed = 12.0 # Faster turn radius so they can aggressively home in
proj.position = origin # Start at origin to spread outward around camera
proj.logical_source = origin
proj.velocity = fire_dir * projectile_speed
proj.damage = base_damage
proj.min_damage = min_damage
proj.falloff_start = falloff_start
proj.max_range = max_range
proj.drop_gravity = 0.0
proj.owner_player = player
# Explosive stats
proj.explosion_radius = 3.0 # Tiny AoE effect
proj.explosion_knockback = 5.0
proj.can_self_damage = false
get_tree().current_scene.add_child(proj)