Add terrain hit effects, progressive damage component, and update collectable signals
This commit is contained in:
@@ -3,6 +3,8 @@ extends Node
|
||||
|
||||
@export var root: Node2D
|
||||
@export var area2d: Area2D
|
||||
@export var hit_terrain_fx: TerrainHitFx
|
||||
@export var bullet_sprite: Sprite2D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -10,9 +12,26 @@ func _ready() -> void:
|
||||
area2d.area_entered.connect(on_area2d_area_entered)
|
||||
|
||||
|
||||
func on_area2d_body_entered(_body: Node2D) -> void:
|
||||
|
||||
func on_area2d_body_entered(body: Node2D) -> void:
|
||||
if body is TileMapLayer:
|
||||
if bullet_sprite:
|
||||
bullet_sprite.visible = false
|
||||
play_terrain_hit_fx()
|
||||
return
|
||||
|
||||
root.queue_free()
|
||||
|
||||
|
||||
func on_area2d_area_entered(_area: Area2D) -> void:
|
||||
root.queue_free()
|
||||
|
||||
|
||||
|
||||
func play_terrain_hit_fx() -> void:
|
||||
if not hit_terrain_fx:
|
||||
return
|
||||
|
||||
await hit_terrain_fx.trigger_fx()
|
||||
|
||||
root.queue_free()
|
||||
|
Reference in New Issue
Block a user