forked from team-sg/hero-mark-2
bloodstain improvements. work during pause for player, vastly more efficient
This commit is contained in:
parent
686b57f798
commit
6f6c5d06e1
9 changed files with 59 additions and 18 deletions
|
@ -10,7 +10,7 @@ export var spray_velocity: float = 80
|
|||
|
||||
func _ready() -> void:
|
||||
for i in spray_ammount:
|
||||
var spray: RigidBody2D = BloodSpray.instance()
|
||||
var spray = BloodSpray.instance()
|
||||
spray.global_position = global_position
|
||||
spray.linear_velocity = Vector2(spray_velocity, 0.0).rotated(randf() * TAU)
|
||||
spray.velocity = Vector2(randf() * spray_velocity, 0.0).rotated(randf() * TAU)
|
||||
get_parent().add_child(spray)
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
extends RigidBody2D
|
||||
extends Area2D
|
||||
|
||||
|
||||
const BloodStain := preload("res://objects/environment/blood/blood_stain.tscn")
|
||||
|
@ -7,6 +7,9 @@ const BloodStain := preload("res://objects/environment/blood/blood_stain.tscn")
|
|||
export var color: Color = Color(0xf53342ff)
|
||||
|
||||
|
||||
var velocity := Vector2.ZERO
|
||||
|
||||
|
||||
onready var sprite: Sprite = $Sprite
|
||||
|
||||
|
||||
|
@ -15,15 +18,17 @@ func _ready() -> void:
|
|||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
sprite.global_rotation = linear_velocity.angle()
|
||||
velocity.y += 98.0 * delta
|
||||
position += velocity * delta
|
||||
sprite.global_rotation = velocity.angle()
|
||||
|
||||
|
||||
func _on_body_entered(body: Node) -> void:
|
||||
if body.is_in_group("can_stain"):
|
||||
var stain = BloodStain.instance()
|
||||
stain.color = color
|
||||
stain.modulate = color
|
||||
stain.global_position = global_position
|
||||
body.add_child(stain)
|
||||
StainLayer.add_stain(stain)
|
||||
queue_free()
|
||||
elif body is TileMap:
|
||||
queue_free()
|
||||
|
|
|
@ -4,11 +4,9 @@
|
|||
[ext_resource path="res://objects/environment/blood/blood_spray.gd" type="Script" id=3]
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
radius = 1.0
|
||||
radius = 0.5
|
||||
|
||||
[node name="BloodSpray" type="RigidBody2D"]
|
||||
contacts_reported = 4
|
||||
contact_monitor = true
|
||||
[node name="BloodSpray" type="Area2D"]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="."]
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
extends Light2D
|
||||
extends Sprite
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
|
|
|
@ -3,10 +3,7 @@
|
|||
[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=1]
|
||||
[ext_resource path="res://objects/environment/blood/blood_stain.gd" type="Script" id=2]
|
||||
|
||||
[node name="BloodStain" type="Light2D"]
|
||||
[node name="BloodStain" type="Sprite"]
|
||||
light_mask = 3
|
||||
texture = ExtResource( 1 )
|
||||
color = Color( 0.960784, 0.2, 0.258824, 1 )
|
||||
mode = 2
|
||||
range_item_cull_mask = 2
|
||||
script = ExtResource( 2 )
|
||||
|
|
|
@ -277,9 +277,11 @@ func _on_Dead_state_entered() -> void:
|
|||
particles.emitting = true
|
||||
get_parent().add_child(particles)
|
||||
for i in 16:
|
||||
var spray: RigidBody2D = BloodSpray.instance()
|
||||
spray.global_position = global_position
|
||||
spray.linear_velocity = Vector2(80.0, 0.0).rotated(randf() * TAU)
|
||||
var spray = BloodSpray.instance()
|
||||
spray.pause_mode = PAUSE_MODE_PROCESS
|
||||
Physics2DServer.set_active(true)
|
||||
spray.global_position = death_splatter_position.global_position
|
||||
spray.velocity = Vector2(randf() * 80.0, 0.0).rotated(randf() * TAU)
|
||||
get_parent().add_child(spray)
|
||||
else:
|
||||
skip_blood = false
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue