1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
|
extends CharacterBody2D
class_name Bomb
signal body_exited
signal exploded
enum COMPONENT_TYPE {
BREAKBLE,
REMOTE_CONTROL,
REMOTE_DETONATE,
WATER,
SALT,
}
var ExplosionScene = preload("res://Scenes/Entities/Bombs/Explosion.tscn")
var power: int = 2
var components: Array[COMPONENT_TYPE] = []
func _ready():
add_to_group("bombs")
var collision_area = Utilities.Collision.Area.new(self, $CollisionShape2D)
collision_area.connect("collided", Callable(self, "_collide"))
collision_area.connect("body_exited", Callable(self, "_body_exited"))
add_child(collision_area)
self.components = Global.player.bomb_components
$AnimatedSprite2D.play()
func _process(delta):
var collision = move_and_collide(velocity * delta)
if collision:
velocity = Vector2(0, 0)
func explode():
$CollisionShape2D.disabled = true
Input.start_joy_vibration(0, 0.5, 0.75, 0.1)
# explode on the spot
var explosion = self.spawn_explosion(self.global_position)
# explode in all directions
var directions = [
Vector2.UP,
Vector2.RIGHT,
Vector2.DOWN,
Vector2.LEFT,
]
for j in range(directions.size()):
var direction = directions[j]
for i in range(self.get_power()):
var from = Utilities.from_grid_to_position(
Utilities.from_position_to_grid(self.global_position) + (direction * i)
)
var to = Utilities.from_grid_to_position(
Utilities.from_position_to_grid(self.global_position) + (direction * (i + 1))
)
var query = PhysicsRayQueryParameters2D.new()
query.set_from(from)
query.set_to(to)
query.set_collision_mask(explosion.collision_mask)
var explosion_intersection = get_world_2d().direct_space_state.intersect_ray(query)
if explosion_intersection:
var collider = explosion_intersection.collider
# call collision function and get collision type
var collision_type
if collider.is_in_group("player"):
collision_type = self._on_collide_group_player()
elif collider.is_in_group("enemies"):
collision_type = self._on_collide_group_enemies()
elif collider.is_in_group("explosions"):
collision_type = self._on_collide_group_explosions()
elif collider.is_in_group("bombs"):
collision_type = self._on_collide_group_bombs()
elif collider.is_in_group("breakables"):
collision_type = self._on_collide_group_breakables()
elif collider.is_in_group("hitables"):
collision_type = self._on_collide_group_hitables()
else:
collision_type = self._on_collide_group_else()
# progress loop based on collision type
if collision_type == EXPLOSION_COLLISION_TYPE.STOP:
break
if collision_type == EXPLOSION_COLLISION_TYPE.SPAWN_AND_STOP:
self.spawn_explosion(to)
break
elif collision_type == EXPLOSION_COLLISION_TYPE.SKIP:
continue
elif collision_type == EXPLOSION_COLLISION_TYPE.CONTINUE:
pass
elif collision_type == EXPLOSION_COLLISION_TYPE.HIT_STOP:
if collider.has_method("hit_by_explosion"):
collider.hit_by_explosion()
break
elif collision_type == EXPLOSION_COLLISION_TYPE.HIT_CONTINUE:
if collider.has_method("hit_by_explosion"):
collider.hit_by_explosion()
continue
self.spawn_explosion(to)
emit_signal("exploded", self)
queue_free()
func get_power():
return self.power
func stop():
$Timer.stop()
func spawn_explosion(spawn_position: Vector2):
var explosion = ExplosionScene.instantiate()
explosion.position = spawn_position
get_tree().get_current_scene().add_child(explosion)
return explosion
func hit_by_explosion():
call_deferred("explode")
func _collide(area: Area2D):
if area.is_in_group("explosions"):
call_deferred("explode")
func _on_Timer_timeout():
self.explode()
func _body_exited(body):
emit_signal("body_exited", body)
### Explosion Collision ###
enum EXPLOSION_COLLISION_TYPE {
STOP,
SKIP,
CONTINUE,
SPAWN_AND_STOP,
HIT_STOP,
HIT_CONTINUE,
}
func _on_collide_group_player():
return EXPLOSION_COLLISION_TYPE.CONTINUE
func _on_collide_group_enemies():
return EXPLOSION_COLLISION_TYPE.CONTINUE
func _on_collide_group_explosions():
return EXPLOSION_COLLISION_TYPE.SKIP
func _on_collide_group_bombs():
return EXPLOSION_COLLISION_TYPE.HIT_STOP
func _on_collide_group_breakables():
if self.components.has(COMPONENT_TYPE.BREAKBLE):
return EXPLOSION_COLLISION_TYPE.HIT_CONTINUE
return EXPLOSION_COLLISION_TYPE.HIT_STOP
func _on_collide_group_hitables():
return EXPLOSION_COLLISION_TYPE.HIT_CONTINUE
func _on_collide_group_else():
return EXPLOSION_COLLISION_TYPE.STOP
|