Files
przygody-pana-cegly/scripts/components/beam_component.gd
2025-02-07 04:39:08 +01:00

65 lines
2.2 KiB
GDScript

class_name BeamComponent
extends Node2D
@export var expansion_speed: float = 16.0
@export var max_length: float = 512.0
@export var direction: Vector2 = Vector2.DOWN
var current_length: float = 16.0
@export var root: Node2D
@export var sprite2d: Sprite2D
@export var collision_shape: CollisionShape2D
func _ready() -> void:
collision_shape.shape.extents = Vector2(current_length / 2.0, current_length / 2.0)
sprite2d.scale = Vector2(1, 1)
collision_shape.position = Vector2.ZERO
func _process(delta: float) -> void:
var new_length = current_length + expansion_speed * delta
if new_length > max_length:
new_length = max_length
if not check_for_obstacle(new_length):
expand_beam(new_length)
func expand_beam(new_length: float) -> void:
current_length = new_length
if direction == Vector2.UP:
sprite2d.scale.y = current_length / 16.0
sprite2d.position.y = -current_length / 2.0
collision_shape.shape.extents = Vector2(8.0, current_length / 2.0)
collision_shape.position.y = -current_length / 2.0
elif direction == Vector2.DOWN:
sprite2d.scale.y = current_length / 16.0
sprite2d.position.y = current_length / 2.0
collision_shape.shape.extents = Vector2(8.0, current_length / 2.0)
collision_shape.position.y = current_length / 2.0
elif direction == Vector2.LEFT:
sprite2d.scale.y = current_length / 16.0
sprite2d.position.x = -current_length / 2.0
collision_shape.shape.extents = Vector2(current_length / 2.0, 8.0)
collision_shape.position.x = -current_length / 2.0
elif direction == Vector2.RIGHT:
sprite2d.scale.y = current_length / 16.0
sprite2d.position.x = current_length / 2.0
collision_shape.shape.extents = Vector2(current_length / 2.0, 8.0)
collision_shape.position.x = current_length / 2.0
func check_for_obstacle(new_length: float) -> bool:
var space_state: PhysicsDirectSpaceState2D = get_world_2d().direct_space_state
var query_start: Vector2 = global_position
var query_end: Vector2 = global_position + direction * new_length
var query: PhysicsRayQueryParameters2D = PhysicsRayQueryParameters2D.create(query_start, query_end)
query.collide_with_areas = false
query.collide_with_bodies = true
var result: Dictionary = space_state.intersect_ray(query)
return result.size() > 0