improve projectile trail and player attack

This commit is contained in:
2025-09-17 00:43:38 +10:00
parent 7474427c86
commit 7ba9a7625a
5 changed files with 18 additions and 8 deletions

View File

@@ -8,10 +8,12 @@ const MAX_STRETCH: float = 0.75
@export var _hit_particles_scene: PackedScene
@export var _destroy_particles_scene: PackedScene
@export var _velocity_to_trail_rate: float = 0.5
@export_group("References")
@export var _model_base: Node3D
@export var _model_mesh: MeshInstance3D
@export var _trail_particles: GPUParticles3D
var _start_position: Vector3
var _velocity: Vector3
@@ -39,11 +41,12 @@ func _physics_process(delta: float) -> void:
global_position += _velocity * delta
look_at(global_position + _velocity, Vector3.UP, true)
var speed_squash := clampf(
_velocity.length() / _speed_stretch_factor, 0, MAX_STRETCH
)
var speed := _velocity.length()
var speed_squash := clampf(speed / _speed_stretch_factor, 0, MAX_STRETCH)
_model_base.scale = Vector3(1 - speed_squash, 1 - speed_squash, 1 + speed_squash)
_trail_particles.amount = int(speed * _velocity_to_trail_rate)
func init(velocity: Vector3, start_position: Vector3, lifetime: float = 10) -> void:
_velocity = velocity
@@ -71,9 +74,15 @@ func _destroy() -> void:
)
get_tree().get_root().add_child(destroy_particles)
destroy_particles.init(global_position)
set_deferred("monitorable", false)
set_deferred("monitoring", false)
_model_base.visible = false
await get_tree().create_timer(5).timeout
queue_free()
func _on_body_entered(node: Node3D) -> void:
if node is Player:
queue_free()