added bomb

This commit is contained in:
2026-01-24 02:25:41 +01:00
parent 262ce5b351
commit b9e836d394
9 changed files with 1381 additions and 78 deletions

145
src/scenes/attack_bomb.tscn Normal file
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@@ -0,0 +1,145 @@
[gd_scene format=3 uid="uid://bv5jfd7ck3d5u"]
[ext_resource type="Script" uid="uid://cejgtbmf5y0wk" path="res://scripts/attack_bomb.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://ceitcsfb2fq6m" path="res://assets/gfx/fx/big-explosion.png" id="2_explosion"]
[ext_resource type="Texture2D" uid="uid://dkpritx47nd4m" path="res://assets/gfx/pickups/items_n_shit.png" id="2_ng1nl"]
[ext_resource type="AudioStream" uid="uid://d4dweg04wrw6a" path="res://assets/audio/sfx/sub_weapons/bomb_fuse.mp3" id="3_fuse"]
[ext_resource type="AudioStream" uid="uid://qcb5u7dqw1ck" path="res://assets/audio/sfx/explode_01.wav.mp3" id="4_explode"]
[ext_resource type="AudioStream" uid="uid://d4kjyb1olr74s" path="res://assets/audio/sfx/weapons/bow/bow_draw-02.mp3" id="5_pickup"]
[sub_resource type="Gradient" id="Gradient_shadow"]
colors = PackedColorArray(0, 0, 0, 1, 0, 0, 0, 0)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_shadow"]
gradient = SubResource("Gradient_shadow")
fill = 1
fill_from = Vector2(0.5, 0.5)
fill_to = Vector2(0.8, 0.8)
[sub_resource type="CircleShape2D" id="CircleShape2D_bomb"]
radius = 8.0
[sub_resource type="CircleShape2D" id="CircleShape2D_collection"]
radius = 16.0
[sub_resource type="Curve" id="Curve_ng1nl"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.4198473, 0.8850688), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_bugki"]
curve = SubResource("Curve_ng1nl")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_fuse"]
particle_flag_disable_z = true
direction = Vector3(0, -1, 0)
spread = 360.0
initial_velocity_min = 20.0
initial_velocity_max = 50.0
gravity = Vector3(0, -30, 0)
scale_min = 0.3
scale_max = 0.8
color = Color(0.9137255, 0.44651705, 0.2455241, 1)
alpha_curve = SubResource("CurveTexture_bugki")
hue_variation_min = -0.100000024
hue_variation_max = 0.12999998
[sub_resource type="Gradient" id="Gradient_fuse_light"]
offsets = PackedFloat32Array(0, 0.7250608, 1)
colors = PackedColorArray(1, 0.4, 0.1, 1, 1, 0.4, 0.1, 0.5, 1, 0.4, 0.1, 0)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_fuse_light"]
gradient = SubResource("Gradient_fuse_light")
fill = 1
fill_from = Vector2(0.5, 0.5)
fill_to = Vector2(0.85897434, 0.8247863)
[sub_resource type="Gradient" id="Gradient_explosion_light"]
offsets = PackedFloat32Array(0, 0.69343066, 1)
colors = PackedColorArray(1, 0.6, 0.2, 1, 1, 0.6, 0.2, 0.5, 1, 0.6, 0.2, 0)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_explosion_light"]
gradient = SubResource("Gradient_explosion_light")
fill = 1
fill_from = Vector2(0.5, 0.5)
fill_to = Vector2(0.9102564, 0.9188034)
[node name="Bomb" type="CharacterBody2D" unique_id=367943636]
collision_layer = 2
motion_mode = 1
script = ExtResource("1_script")
[node name="Shadow" type="Sprite2D" parent="." unique_id=1404868451]
z_index = 1
z_as_relative = false
scale = Vector2(0.1, 0.1)
texture = SubResource("GradientTexture2D_shadow")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=818862430]
texture = ExtResource("2_ng1nl")
hframes = 20
vframes = 14
frame = 199
[node name="ExplosionSprite" type="Sprite2D" parent="." unique_id=2038174438]
position = Vector2(0, -23)
texture = ExtResource("2_explosion")
hframes = 9
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1640139333]
shape = SubResource("CircleShape2D_bomb")
debug_color = Color(0.3825145, 0.70196074, 0.30829018, 0.41960785)
[node name="BombArea" type="Area2D" parent="." unique_id=97949411]
collision_layer = 4
collision_mask = 3
[node name="CollisionShape2D" type="CollisionShape2D" parent="BombArea" unique_id=963327610]
shape = SubResource("CircleShape2D_bomb")
debug_color = Color(0, 0.06808392, 0.70196074, 0.41960785)
[node name="CollectionArea" type="Area2D" parent="." unique_id=1088408959]
collision_layer = 0
monitoring = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="CollectionArea" unique_id=1383974781]
shape = SubResource("CircleShape2D_collection")
debug_color = Color(0.38218734, 0.5838239, 0.70196074, 0.41960785)
[node name="SfxFuse" type="AudioStreamPlayer2D" parent="." unique_id=1095147141]
stream = ExtResource("3_fuse")
volume_db = -2.0
attenuation = 2.0
bus = &"Sfx"
[node name="SfxExplosion" type="AudioStreamPlayer2D" parent="." unique_id=1652373167]
stream = ExtResource("4_explode")
volume_db = 2.0
attenuation = 3.0
bus = &"Sfx"
[node name="SfxPickup" type="AudioStreamPlayer2D" parent="." unique_id=898603969]
stream = ExtResource("5_pickup")
volume_db = -2.0
attenuation = 2.0
bus = &"Sfx"
[node name="FuseParticles" type="GPUParticles2D" parent="." unique_id=1234567890]
z_index = 2
position = Vector2(6, -5)
amount = 32
lifetime = 0.3
randomness = 1.0
process_material = SubResource("ParticleProcessMaterial_fuse")
[node name="FuseLight" type="PointLight2D" parent="." unique_id=1286608618]
position = Vector2(6, -5)
enabled = false
color = Color(1, 0.4, 0.1, 1)
energy = 0.8
texture = SubResource("GradientTexture2D_fuse_light")
[node name="ExplosionLight" type="PointLight2D" parent="." unique_id=1111111111]
enabled = false
color = Color(1, 0.6, 0.2, 1)
energy = 2.5
texture = SubResource("GradientTexture2D_explosion_light")

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@@ -81,6 +81,8 @@ panning_strength = 1.09
[node name="SfxInit" type="AudioStreamPlayer2D" parent="." unique_id=467371620] [node name="SfxInit" type="AudioStreamPlayer2D" parent="." unique_id=467371620]
stream = ExtResource("10_2hde6") stream = ExtResource("10_2hde6")
volume_db = -11.018
pitch_scale = 0.93
attenuation = 1.5157177 attenuation = 1.5157177
panning_strength = 1.04 panning_strength = 1.04
bus = &"Sfx" bus = &"Sfx"

419
src/scripts/attack_bomb.gd Normal file
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@@ -0,0 +1,419 @@
extends CharacterBody2D
# Bomb - Explosive projectile that can be thrown or placed
@export var fuse_duration: float = 3.0 # Time until explosion
@export var base_damage: float = 50.0 # Base damage (increased from 30)
@export var damage_radius: float = 48.0 # Area of effect radius (48x48)
@export var screenshake_strength: float = 5.0 # Base screenshake strength
var player_owner: Node = null
var is_fused: bool = false
var fuse_timer: float = 0.0
var is_thrown: bool = false # True if thrown by Dwarf, false if placed
var is_exploding: bool = false
var explosion_frame: int = 0
var explosion_timer: float = 0.0
# Z-axis physics (like interactable_object)
var position_z: float = 0.0
var velocity_z: float = 0.0
var gravity_z: float = 500.0
var is_airborne: bool = false
var throw_velocity: Vector2 = Vector2.ZERO
# Blinking animation
var blink_timer: float = 0.0
var bomb_visible: bool = true # Renamed to avoid shadowing CanvasItem.is_visible
var blink_start_time: float = 1.0 # Start blinking 1 second before explosion
# Collection
var can_be_collected: bool = false
var collection_delay: float = 0.2 # Can be collected after 0.2 seconds
@onready var sprite = $Sprite2D
@onready var explosion_sprite = $ExplosionSprite
@onready var shadow = $Shadow
@onready var bomb_area = $BombArea
@onready var collection_area = $CollectionArea
@onready var fuse_particles = $FuseParticles
@onready var fuse_light = $FuseLight
@onready var explosion_light = $ExplosionLight
# Damage area (larger than collision)
var damage_area_shape: CircleShape2D = null
func _ready():
# Set collision layer to 2 (interactable objects) so it can be grabbed
collision_layer = 2
collision_mask = 1 | 2 | 64 # Collide with players, objects, and walls
# Connect area signals
if bomb_area and not bomb_area.body_entered.is_connected(_on_bomb_area_body_entered):
bomb_area.body_entered.connect(_on_bomb_area_body_entered)
if collection_area and not collection_area.body_entered.is_connected(_on_collection_area_body_entered):
collection_area.body_entered.connect(_on_collection_area_body_entered)
# Ensure bomb sprite is visible
if sprite:
sprite.visible = true
# Hide explosion sprite initially
if explosion_sprite:
explosion_sprite.visible = false
# Setup damage area (48x48 radius)
if bomb_area:
var collision_shape = bomb_area.get_node_or_null("CollisionShape2D")
if collision_shape:
damage_area_shape = CircleShape2D.new()
damage_area_shape.radius = damage_radius / 2.0 # 24 pixel radius for 48x48
collision_shape.shape = damage_area_shape
# Start fuse if not thrown (placed bomb starts fusing immediately)
if not is_thrown:
_start_fuse()
func setup(target_position: Vector2, owner_player: Node, throw_force: Vector2 = Vector2.ZERO, thrown: bool = false):
# Don't overwrite position if already set (for thrown bombs)
if not thrown:
global_position = target_position
player_owner = owner_player
is_thrown = thrown
throw_velocity = throw_force
if is_thrown:
# Thrown bomb - start airborne
is_airborne = true
position_z = 2.5
velocity_z = 100.0
# Make sure sprite is visible
if sprite:
sprite.visible = true
# Start fuse after landing
else:
# Placed bomb - start fusing immediately
_start_fuse()
func _start_fuse():
if is_fused:
return
is_fused = true
fuse_timer = 0.0
# Play fuse sound
if has_node("SfxFuse"):
$SfxFuse.play()
# Start fuse particles
if fuse_particles:
fuse_particles.emitting = true
# Enable fuse light
if fuse_light:
fuse_light.enabled = true
print("Bomb fuse started!")
func _physics_process(delta):
if is_exploding:
# Handle explosion animation
explosion_timer += delta
if explosion_sprite:
# Play 9 frames of explosion animation at ~15 FPS
if explosion_timer >= 0.06666667: # ~15 FPS
explosion_timer = 0.0
explosion_frame += 1
if explosion_frame < 9:
explosion_sprite.frame = explosion_frame
else:
# Explosion animation complete - remove
queue_free()
return
# Update fuse timer
if is_fused:
fuse_timer += delta
# Start blinking when close to explosion
if fuse_timer >= (fuse_duration - blink_start_time):
blink_timer += delta
if blink_timer >= 0.1: # Blink every 0.1 seconds
blink_timer = 0.0
bomb_visible = not bomb_visible
if sprite:
sprite.modulate.a = 1.0 if bomb_visible else 0.3
# Explode when fuse runs out
if fuse_timer >= fuse_duration:
_explode()
return
# Z-axis physics (if thrown)
if is_thrown and is_airborne:
# Apply gravity
velocity_z -= gravity_z * delta
position_z += velocity_z * delta
# Update sprite position based on height
if sprite:
sprite.position.y = -position_z * 0.5
var height_scale = 1.0 - (position_z / 50.0) * 0.2
sprite.scale = Vector2.ONE * max(0.8, height_scale)
# Update shadow
if shadow:
var shadow_scale = 1.0 - (position_z / 75.0) * 0.5
shadow.scale = Vector2.ONE * max(0.5, shadow_scale)
shadow.modulate.a = 0.5 - (position_z / 100.0) * 0.3
# Apply throw velocity
velocity = throw_velocity
# Check if landed
if position_z <= 0.0:
_land()
else:
# On ground - reset sprite/shadow
if sprite:
sprite.position.y = 0
sprite.scale = Vector2.ONE
if shadow:
shadow.scale = Vector2.ONE
shadow.modulate.a = 0.5
# Apply friction if on ground
if not is_airborne:
throw_velocity = throw_velocity.lerp(Vector2.ZERO, delta * 5.0)
if throw_velocity.length() < 5.0:
throw_velocity = Vector2.ZERO
velocity = throw_velocity
# Move
move_and_slide()
# Check for collisions while airborne (instant explode on enemy/player hit)
if is_airborne and throw_velocity.length() > 50.0:
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
var collider = collision.get_collider()
if collider and (collider.is_in_group("player") or collider.is_in_group("enemy")):
if collider != player_owner:
# Instant explode on hit
_explode()
return
# Enable collection after delay
if is_fused and not can_be_collected:
if fuse_timer >= collection_delay:
can_be_collected = true
if collection_area:
collection_area.monitoring = true
func _land():
is_airborne = false
position_z = 0.0
velocity_z = 0.0
# Start fuse when landing
if not is_fused:
_start_fuse()
func _explode():
if is_exploding:
return
is_exploding = true
# Hide bomb sprite, show explosion
if sprite:
sprite.visible = false
if explosion_sprite:
explosion_sprite.visible = true
explosion_sprite.frame = 0
explosion_frame = 0
explosion_timer = 0.0
# Stop fuse sound and particles
if has_node("SfxFuse"):
$SfxFuse.stop()
if fuse_particles:
fuse_particles.emitting = false
# Disable fuse light, enable explosion light
if fuse_light:
fuse_light.enabled = false
if explosion_light:
explosion_light.enabled = true
# Fade out explosion light over time
var tween = create_tween()
tween.tween_property(explosion_light, "energy", 0.0, 0.3)
tween.tween_callback(func(): if explosion_light: explosion_light.enabled = false)
# Play explosion sound
if has_node("SfxExplosion"):
$SfxExplosion.play()
# Deal area damage
_deal_explosion_damage()
# Cause screenshake
_cause_screenshake()
# Disable collision
if bomb_area:
bomb_area.set_deferred("monitoring", false)
if collection_area:
collection_area.set_deferred("monitoring", false)
print("Bomb exploded!")
func _deal_explosion_damage():
if not bomb_area:
return
# Get all bodies in explosion radius
var bodies = bomb_area.get_overlapping_bodies()
# Calculate total damage including strength bonus
var total_damage = base_damage
# Add strength-based bonus damage
if player_owner and player_owner.character_stats:
var strength = player_owner.character_stats.baseStats.str + player_owner.character_stats.get_pass("str")
# Add 1.5 damage per strength point
var strength_bonus = strength * 1.5
total_damage += strength_bonus
print("Bomb damage: base=", base_damage, " + str_bonus=", strength_bonus, " (STR=", strength, ") = ", total_damage)
for body in bodies:
# CRITICAL: Only the bomb owner (authority) should deal damage
if player_owner and not player_owner.is_multiplayer_authority():
continue
# Note: Removed the check that skips player_owner - bombs now damage the player who used them!
# Calculate distance for damage falloff
var distance = global_position.distance_to(body.global_position)
var damage_multiplier = 1.0 - (distance / damage_radius) # Linear falloff
damage_multiplier = max(0.1, damage_multiplier) # Minimum 10% damage
var final_damage = total_damage * damage_multiplier
# Deal damage to players
if body.is_in_group("player") and body.has_method("rpc_take_damage"):
var attacker_pos = player_owner.global_position if player_owner else global_position
var player_peer_id = body.get_multiplayer_authority()
if player_peer_id != 0:
if multiplayer.is_server() and player_peer_id == multiplayer.get_unique_id():
body.rpc_take_damage(final_damage, attacker_pos)
else:
body.rpc_take_damage.rpc_id(player_peer_id, final_damage, attacker_pos)
else:
body.rpc_take_damage.rpc(final_damage, attacker_pos)
print("Bomb hit player: ", body.name, " for ", final_damage, " damage!")
# Deal damage to enemies
elif body.is_in_group("enemy") and body.has_method("rpc_take_damage"):
var attacker_pos = player_owner.global_position if player_owner else global_position
var enemy_peer_id = body.get_multiplayer_authority()
if enemy_peer_id != 0:
if multiplayer.is_server() and enemy_peer_id == multiplayer.get_unique_id():
body.rpc_take_damage(final_damage, attacker_pos, false, false, false)
else:
body.rpc_take_damage.rpc_id(enemy_peer_id, final_damage, attacker_pos, false, false, false)
else:
body.rpc_take_damage.rpc(final_damage, attacker_pos, false, false, false)
print("Bomb hit enemy: ", body.name, " for ", final_damage, " damage!")
func _cause_screenshake():
# Calculate screenshake based on distance from local players
var game_world = get_tree().get_first_node_in_group("game_world")
if not game_world:
return
# Get local players from player_manager
var player_manager = game_world.get_node_or_null("PlayerManager")
if not player_manager or not player_manager.has_method("get_local_players"):
return
var local_players = player_manager.get_local_players()
if local_players.is_empty():
return
# Find closest local player
var min_distance = INF
for player in local_players:
if not is_instance_valid(player):
continue
var distance = global_position.distance_to(player.global_position)
min_distance = min(min_distance, distance)
# Calculate screenshake strength (inverse distance, capped)
var shake_strength = screenshake_strength / max(1.0, min_distance / 50.0)
shake_strength = min(shake_strength, screenshake_strength * 2.0) # Cap at 2x base
# Apply screenshake
if game_world.has_method("add_screenshake"):
game_world.add_screenshake(shake_strength, 0.3) # 0.3 second duration
func _on_bomb_area_body_entered(_body):
# This is for explosion damage (handled in _deal_explosion_damage)
pass
func can_be_grabbed() -> bool:
# Bomb can be grabbed if it's fused and can be collected
return is_fused and can_be_collected and not is_exploding
func on_grabbed(by_player):
# When bomb is grabbed, collect it immediately (don't wait for release)
if not can_be_collected or is_exploding:
return
if not by_player.character_stats:
return
var offhand_item = by_player.character_stats.equipment.get("offhand", null)
var can_collect = false
if not offhand_item:
# Empty offhand - can collect
can_collect = true
elif offhand_item.item_name == "Bomb":
# Already has bombs - can stack
can_collect = true
if can_collect:
# Create bomb item
var bomb_item = ItemDatabase.create_item("bomb")
if bomb_item:
bomb_item.quantity = 1
if not offhand_item:
# Equip to offhand
by_player.character_stats.equipment["offhand"] = bomb_item
else:
# Add to existing stack
offhand_item.quantity += 1
by_player.character_stats.character_changed.emit(by_player.character_stats)
# Play pickup sound
if has_node("SfxPickup"):
$SfxPickup.play()
print(by_player.name, " collected bomb!")
# Remove bomb immediately
queue_free()
func _on_collection_area_body_entered(_body):
# This is a backup - main collection happens via can_be_grabbed/on_grabbed
# But we can also handle it here if needed
pass

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@@ -0,0 +1 @@
uid://cejgtbmf5y0wk

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@@ -6,6 +6,12 @@ extends Node2D
@onready var camera = $Camera2D @onready var camera = $Camera2D
@onready var network_manager = $"/root/NetworkManager" @onready var network_manager = $"/root/NetworkManager"
# Screenshake system
var screenshake_offset: Vector2 = Vector2.ZERO
var screenshake_timer: float = 0.0
var screenshake_duration: float = 0.0
var screenshake_strength: float = 0.0
var local_players = [] var local_players = []
const BASE_CAMERA_ZOOM: float = 4.0 const BASE_CAMERA_ZOOM: float = 4.0
const BASE_CAMERA_ZOOM_MOBILE: float = 5.5 # More zoomed in for mobile devices const BASE_CAMERA_ZOOM_MOBILE: float = 5.5 # More zoomed in for mobile devices
@@ -1713,14 +1719,25 @@ func _update_camera():
if local_players.is_empty(): if local_players.is_empty():
return return
# Update screenshake
if screenshake_timer > 0.0:
screenshake_timer -= get_process_delta_time()
var shake_amount = screenshake_strength * (screenshake_timer / screenshake_duration)
screenshake_offset = Vector2(
randf_range(-shake_amount, shake_amount),
randf_range(-shake_amount, shake_amount)
)
else:
screenshake_offset = Vector2.ZERO
# Calculate center of all local players # Calculate center of all local players
var center = Vector2.ZERO var center = Vector2.ZERO
for player in local_players: for player in local_players:
center += player.position center += player.position
center /= local_players.size() center /= local_players.size()
# Smooth camera movement # Smooth camera movement (with screenshake)
camera.position = camera.position.lerp(center, 0.1) camera.position = camera.position.lerp(center + screenshake_offset, 0.1)
# Base zoom with aspect ratio adjustment (show more on wider screens) # Base zoom with aspect ratio adjustment (show more on wider screens)
var viewport_size = get_viewport().get_visible_rect().size var viewport_size = get_viewport().get_visible_rect().size
@@ -1760,6 +1777,12 @@ func _update_camera():
var lerped_center = center + cursor_offset * CURSOR_CAMERA_LERP_AMOUNT var lerped_center = center + cursor_offset * CURSOR_CAMERA_LERP_AMOUNT
camera.position = camera.position.lerp(lerped_center, 0.1) camera.position = camera.position.lerp(lerped_center, 0.1)
func add_screenshake(strength: float, duration: float):
# Add screenshake effect
screenshake_strength = max(screenshake_strength, strength) # Use max if already shaking
screenshake_duration = max(screenshake_duration, duration) # Use max duration
screenshake_timer = max(screenshake_timer, duration) # Reset timer if new shake is stronger
func _init_mouse_cursor(): func _init_mouse_cursor():
# Create cursor layer with high Z index # Create cursor layer with high Z index
cursor_layer = CanvasLayer.new() cursor_layer = CanvasLayer.new()

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@@ -470,6 +470,11 @@ func on_released(by_player):
print(name, " released by ", by_player.name) print(name, " released by ", by_player.name)
func on_thrown(by_player, force: Vector2): func on_thrown(by_player, force: Vector2):
# Special handling for bombs - convert to projectile when thrown
if object_type == "Bomb":
_convert_to_bomb_projectile(by_player, force)
return
# Only allow throwing if object is liftable # Only allow throwing if object is liftable
if not is_liftable: if not is_liftable:
return return
@@ -490,6 +495,46 @@ func on_thrown(by_player, force: Vector2):
print(name, " thrown with velocity ", throw_velocity) print(name, " thrown with velocity ", throw_velocity)
func _convert_to_bomb_projectile(by_player, force: Vector2):
# Convert bomb object to projectile bomb when thrown
var attack_bomb_scene = load("res://scenes/attack_bomb.tscn")
if not attack_bomb_scene:
push_error("ERROR: Could not load attack_bomb scene!")
return
# Only authority can spawn bombs
if not is_multiplayer_authority():
return
# Store current position before freeing
var current_pos = global_position
# Spawn bomb projectile at current position
var bomb = attack_bomb_scene.instantiate()
get_parent().add_child(bomb)
bomb.global_position = current_pos # Use current position, not target
# Set multiplayer authority
if multiplayer.has_multiplayer_peer():
bomb.set_multiplayer_authority(by_player.get_multiplayer_authority())
# Setup bomb with throw physics (pass force as throw_velocity)
# The bomb will use throw_velocity for movement
bomb.setup(current_pos, by_player, force, true) # true = is_thrown, force is throw_velocity
# Make sure bomb sprite is visible
if bomb.has_node("Sprite2D"):
bomb.get_node("Sprite2D").visible = true
# Sync bomb throw to other clients
if multiplayer.has_multiplayer_peer() and by_player.is_multiplayer_authority() and by_player.has_method("_rpc_to_ready_peers") and by_player.is_inside_tree():
by_player._rpc_to_ready_peers("_sync_throw_bomb", [current_pos, force])
# Remove the interactable object
queue_free()
print("Bomb object converted to projectile and thrown!")
@rpc("authority", "unreliable") @rpc("authority", "unreliable")
func _sync_box_state(pos: Vector2, vel: Vector2, z_pos: float, z_vel: float, airborne: bool): func _sync_box_state(pos: Vector2, vel: Vector2, z_pos: float, z_vel: float, airborne: bool):
# Only update on clients (server already has correct state) # Only update on clients (server already has correct state)
@@ -663,8 +708,23 @@ func setup_pushable_high_box():
if sprite: if sprite:
sprite.frame = bottom_frames[index] sprite.frame = bottom_frames[index]
if sprite_above: if sprite_above:
sprite_above.frame = top_frames[index] sprite_above.frame = top_frames[index]
func setup_bomb():
object_type = "Bomb"
is_grabbable = true
can_be_pushed = false
is_destroyable = false # Bombs don't break, they explode
is_liftable = true
weight = 0.5 # Light weight for easy throwing
# Set bomb sprite (frame 199 from items_n_shit.png)
if sprite:
sprite.texture = load("res://assets/gfx/pickups/items_n_shit.png")
sprite.hframes = 20
sprite.vframes = 14
sprite.frame = 199
func _open_chest(by_player: Node = null): func _open_chest(by_player: Node = null):
if is_chest_opened: if is_chest_opened:

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@@ -32,7 +32,8 @@ enum WeaponType {
STAFF, STAFF,
SPEAR, SPEAR,
MACE, MACE,
SPELLBOOK SPELLBOOK,
BOMB
} }
var use_function = null var use_function = null

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@@ -1254,6 +1254,24 @@ static func _load_all_items():
{"old_color": Color(1.0, 1.0, 1.0), "new_color": Color(1.0, 0.8, 0.6)} # Warm orange tint for fire {"old_color": Color(1.0, 1.0, 1.0), "new_color": Color(1.0, 0.8, 0.6)} # Warm orange tint for fire
] ]
}) })
# BOMB item (sprite index 199 = row 9, col 19)
_register_item("bomb", {
"item_name": "Bomb",
"description": "A dangerous explosive device",
"item_type": Item.ItemType.Equippable,
"equipment_type": Item.EquipmentType.OFFHAND,
"weapon_type": Item.WeaponType.BOMB,
"spriteFrame": 199, # 9 * 20 + 19
"quantity": 1,
"can_have_multiple_of": true,
"modifiers": {},
"buy_cost": 50,
"sell_worth": 15,
"weight": 0.5,
"rarity": ItemRarity.COMMON,
"drop_chance": 5.0
})
# Register an item in the database # Register an item in the database
static func _register_item(item_id: String, item_data: Dictionary): static func _register_item(item_id: String, item_data: Dictionary):

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