using Godot; using GodotUtilities; using SupaLidlGame.Extensions; namespace SupaLidlGame.Entities; public partial class ShungiteSpike : Projectile { [Export] public PackedScene Dart { get; set; } [Export] public BoundingBoxes.Hurtbox Hurtbox { get; set; } [Export] public AudioStreamPlayer2D HitSound { get; set; } [Export] public AnimationPlayer AnimationPlayer { get; set; } public Vector2 Target { get; set; } public double ExplodeTime { get; set; } = 2; public double FreezeTime { get => _freezeTime; set { _currentFreezeTime = _freezeTime = value; } } private double _currentExplodeTime; private double _freezeTime; private double _currentFreezeTime; private bool _hasFrozen = false; private bool _hasExploded = false; private Scenes.Map _map; public override void _Ready() { _currentFreezeTime = FreezeTime; _currentExplodeTime = ExplodeTime; _map = this.GetAncestor(); Hurtbox.ReceivedDamage += OnReceivedDamage; AnimationPlayer.Play("spin"); AnimationPlayer.AnimationFinished += (StringName anim) => { if (anim == "explode") { QueueFree(); } }; base._Ready(); } private void OnReceivedDamage( float damage, Characters.Character inflictor, float knockback, Vector2 knockbackDir) { // if we were hit by the player before the spike freezes, // spawn a dart towards where the player is aiming if (inflictor is Characters.Player player) { var dart = CreateDart(player.Target.Normalized()); dart.Hitbox.Faction = player.Faction; Hitbox.IsDisabled = true; } HitSound.At(GlobalPosition).PlayOneShot(); _hasExploded = true; _hasFrozen = true; AnimationPlayer.Stop(); AnimationPlayer.Play("explode"); } private Entities.ShungiteDart CreateDart(Vector2 direction) { var dart = _map.SpawnEntity(Dart); dart.Direction = direction; dart.Hitbox.Faction = Hitbox.Faction; dart.GlobalPosition = GlobalPosition; dart.Delay = 0; return dart; } public override void _Process(double delta) { if ((_currentFreezeTime -= delta) <= 0) { if (!_hasFrozen) { Speed = 0; _hasFrozen = true; AnimationPlayer.Stop(); } if ((_currentExplodeTime -= delta) <= 0) { if (!_hasExploded) { CreateDart(Vector2.Up); CreateDart(Vector2.Down); CreateDart(Vector2.Left); CreateDart(Vector2.Right); AnimationPlayer.Play("explode"); _hasExploded = true; } } } } }