bullets bullets bullets bullets
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25 changed files with 139 additions and 91 deletions
57
systems/bullets/bullet_behaviors/bullet_behavior.gd
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57
systems/bullets/bullet_behaviors/bullet_behavior.gd
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@abstract
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class_name BulletBehavior
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extends Resource
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@export_group("Actions", "action_")
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## Delay in seconds before performing [member action_on_delay].
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@export_range(0.0, 1.0, 0.01, "or_greater", "suffix:s") var action_delay: float = 0.0
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## Performed once the bullet has existed for [member action_delay] seconds.
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@export var action_on_delay: BulletAction
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## Interval in seconds at which [member action_on_interval] is performed.
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@export_range(0.0, 1.0, 0.01, "or_greater", "suffix:s") var action_interval: float = 0.0
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## Performed every [member action_interval] seconds.
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@export var action_on_interval: BulletAction
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var _bullet_interval_cooldowns: Dictionary[Bullet, float] = {}
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## Performs behavior-specific initialization for a [Bullet].
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func init_bullet(bullet: Bullet) -> void:
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if action_on_interval:
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_bullet_interval_cooldowns[bullet] = action_interval
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bullet.recycled.connect(deinit_bullet.bind(bullet), CONNECT_ONE_SHOT)
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_init_bullet(bullet)
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## Cleans up behavior-specific state for a [Bullet].
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func deinit_bullet(bullet: Bullet) -> void:
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_bullet_interval_cooldowns.erase(bullet)
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_deinit_bullet(bullet)
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## Processes one tick of a [Bullet]'s movement.
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func process_bullet(bullet: Bullet, delta: float) -> void:
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var last_time = bullet.time_elapsed
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bullet.time_elapsed += delta
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if last_time < action_delay and bullet.time_elapsed >= action_delay and action_on_delay:
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action_on_delay.perform(bullet)
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if action_on_interval:
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_bullet_interval_cooldowns[bullet] -= delta
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if _bullet_interval_cooldowns[bullet] <= 0.0:
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_bullet_interval_cooldowns[bullet] += action_interval
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_process_bullet(bullet, delta)
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## Called when a [Bullet] is spawned with this behavior in order to set up
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## behavior-specific state.
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@abstract func _init_bullet(bullet: Bullet) -> void
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## Called when a [Bullet] is recycled in order to clean up behavior-specific state.
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@abstract func _deinit_bullet(bullet: Bullet) -> void
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## Called to process a tick of a [Bullet]'s movement.
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@abstract func _process_bullet(bullet: Bullet, delta: float) -> void
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systems/bullets/bullet_behaviors/bullet_behavior.gd.uid
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systems/bullets/bullet_behaviors/bullet_behavior.gd.uid
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uid://djcajenyac4sd
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51
systems/bullets/bullet_behaviors/simple_linear_behavior.gd
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systems/bullets/bullet_behaviors/simple_linear_behavior.gd
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class_name SimpleLinearBehavior
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extends BulletBehavior
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## Makes bullets move in [member Bullet.direction], potentially accelerating.
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## Initial speed of the bullet when it is spawned.
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@export_custom(0, "suffix:px/s") var initial_speed: float = 0.0
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## Rate at which the bullet will speed up.
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@export_custom(0, "suffix:px/s²") var acceleration: float = 0.0
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## Speed will be clamped between [member min_speed] and [member max_speed].
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@export_custom(0, "suffix:px/s") var min_speed: float = -INF
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## Speed will be clamped between [member min_speed] and [member max_speed].
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@export_custom(0, "suffix:px/s") var max_speed: float = INF
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@export_group("Actions", "action_")
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## Performed when the bullet reaches either [member min_speed] or
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## [member max_speed] for the first time.
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@export var action_speed_clamped: BulletAction
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var _bullet_data: Dictionary[Bullet, Data] = {}
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func _init_bullet(bullet: Bullet) -> void:
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var data = Data.new()
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data.speed = initial_speed
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_bullet_data[bullet] = data
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func _deinit_bullet(bullet: Bullet) -> void:
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_bullet_data.erase(bullet)
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func _process_bullet(bullet: Bullet, delta: float) -> void:
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if not _bullet_data.has(bullet):
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return
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var data = _bullet_data[bullet]
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data.speed += acceleration * delta
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if not data.already_clamped and (data.speed <= min_speed or data.speed >= max_speed):
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data.already_clamped = true
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if action_speed_clamped:
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action_speed_clamped.perform(bullet)
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data.speed = clampf(data.speed, min_speed, max_speed)
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bullet.position += bullet.direction * data.speed * delta
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class Data:
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var speed: float
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var already_clamped: bool = false
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uid://dntp60my5f65m
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