Files
DungeonsOfKharadum/src/scripts/attack_arrow.gd

180 lines
6.2 KiB
GDScript

extends CharacterBody2D
var speed = 300
var direction = Vector2.ZERO
var stick_duration = 3.0 # How long the arrow stays stuck to walls
var is_stuck = false
var stick_timer = 0.0
var initiated_by: Node2D = null
var player_owner: Node = null # Like sword_projectile
var hit_targets = {} # Track what we've already hit (Dictionary for O(1) lookup)
@onready var arrow_area = $ArrowArea # Assuming you have an Area2D node named ArrowArea
@onready var shadow = $Shadow # Assuming you have a Shadow node under the CharacterBody2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
arrow_area.set_deferred("monitoring", true)
# Connect area signals
if arrow_area:
arrow_area.body_entered.connect(_on_arrow_area_body_entered)
$SfxArrowFire.play()
call_deferred("_initialize_arrow")
func _initialize_arrow() -> void:
var angle = direction.angle()
self.rotation = angle - PI / 2 # Adjust for sprite orientation
# Set initial rotation based on direction
velocity = direction * speed # Set initial velocity to move the arrow
# Calculate the offset for the shadow position, which should be below the arrow
var shadow_offset = Vector2(0, 4) # Adjust the 16 to how far you want the shadow from the arrow (this is just an example)
# Apply the rotation of the arrow to the shadow offset
shadow.position += shadow_offset.rotated(-self.rotation)
if abs(direction.x) == 1:
shadow.scale.x = 0.26
shadow.scale.y = 0.062
elif abs(direction.x) > 0:
shadow.scale.x = 0.18
shadow.scale.y = 0.08
else:
shadow.scale.x = 0.1
shadow.scale.y = 0.1
# Calculate the shadow's scale based on the velocity or direction of the arrow
#var velocity_magnitude = velocity.length()
# Scale more in the horizontal direction if moving diagonally or horizontally
#var scale_factor = 0.28 + abs(velocity.x) / velocity_magnitude # Adjust the factor to your preference
# Apply the scaling to the shadow
shadow.rotation = -(angle - PI / 2)
func shoot(shoot_direction: Vector2, start_pos: Vector2, owner_player: Node = null) -> void:
direction = shoot_direction.normalized()
global_position = start_pos
player_owner = owner_player
initiated_by = owner_player
# Called every frame. 'delta' is the e lapsed time since the previous frame.
func _process(delta: float) -> void:
if is_stuck:
# Handle fade out here if it's stuck
stick_timer += delta
if stick_timer >= stick_duration:
# Start fading out after it sticks
modulate.a = max(0, 1 - (stick_timer - stick_duration) / 1.0) # Fade out over 1 second
if stick_timer >= stick_duration + 1.0: # Extra second for fade out
queue_free() # Remove the arrow after fade out
move_and_slide()
func _physics_process(_delta: float) -> void:
# If the arrow is stuck, stop it from moving
if is_stuck:
velocity = Vector2.ZERO # Stop movement
# Optional: disable further physics interaction by setting linear_velocity
# move_and_slide(Vector2.ZERO) # You can also use this to stop the character
func play_impact():
$SfxImpactSound.play()
# Called when the arrow hits a wall or another object (like sword_projectile)
func _on_arrow_area_body_entered(body: Node2D) -> void:
if is_stuck:
return
# Don't hit the owner
if body == player_owner or body == initiated_by:
return
# Don't hit the same target twice
if body in hit_targets:
return
# CRITICAL: Only the projectile owner (authority) should deal damage
if player_owner and not player_owner.is_multiplayer_authority():
return # Only the authority (creator) of the projectile can deal damage
# Add to hit_targets IMMEDIATELY to prevent multiple hits
hit_targets[body] = true
# Deal damage to players
if body.is_in_group("player") and body.has_method("rpc_take_damage"):
play_impact()
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(20.0, attacker_pos) # TODO: Get actual damage from player
else:
body.rpc_take_damage.rpc_id(player_peer_id, 20.0, attacker_pos)
else:
body.rpc_take_damage.rpc(20.0, attacker_pos)
_stick_to_target(body)
return
# Deal damage to enemies
if 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 damage = 20.0 # TODO: Get actual damage from player
if player_owner and player_owner.character_stats:
damage = player_owner.character_stats.damage
# Check hit chance (based on player's DEX stat)
var hit_roll = randf()
var hit_chance = 0.95
if player_owner and player_owner.character_stats:
hit_chance = player_owner.character_stats.hit_chance
var is_miss = hit_roll >= hit_chance
if is_miss:
if body.has_method("_show_damage_number"):
body._show_damage_number(0.0, attacker_pos, false, true, false) # is_miss = true
_stick_to_target(body)
return
play_impact()
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(damage, attacker_pos, false)
else:
body.rpc_take_damage.rpc_id(enemy_peer_id, damage, attacker_pos, false)
else:
body.rpc_take_damage.rpc(damage, attacker_pos, false)
_stick_to_target(body)
return
# Hit wall or other object
$SfxImpactWall.play()
_stick_to_wall()
func _stick_to_target(target: Node2D):
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)
# Calculate the collision point - move arrow slightly back from its direction
var collision_normal = -direction
var offset_distance = 8
var stick_position = global_position + (collision_normal * offset_distance)
# Make arrow a child of the target to stick to it
var global_rot = global_rotation
get_parent().call_deferred("remove_child", self)
target.call_deferred("add_child", self)
self.set_deferred("global_position", stick_position)
self.set_deferred("global_rotation", global_rot)
func _stick_to_wall():
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)