106 lines
3.8 KiB
GDScript
106 lines
3.8 KiB
GDScript
extends Node2D
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# Sword Slash - Swings around player and deals damage
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@export var damage: float = 20.0
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@export var swing_speed: float = 720.0 # Degrees per second
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@export var swing_radius: float = 40.0 # Distance from player center (closer swing)
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@export var lifetime: float = 0.3 # How long the slash lasts
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var swing_angle: float = 0.0 # Current angle
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var swing_start_angle: float = 0.0 # Starting angle
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var swing_arc: float = 180.0 # Total arc to swing (180 degrees)
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var elapsed_time: float = 0.0
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var player_owner: Node = null
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var hit_targets = {} # Track what we've already hit (Dictionary for O(1) lookup)
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@onready var sprite = $Sprite2D
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@onready var hit_area = $Area2D
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func _ready():
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# Connect area signals
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if hit_area:
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hit_area.body_entered.connect(_on_body_entered)
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# Set initial rotation
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rotation = deg_to_rad(swing_start_angle)
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func setup(start_angle: float, owner_player: Node, arc_direction: float = 1.0):
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swing_start_angle = start_angle
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swing_angle = start_angle
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player_owner = owner_player
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swing_arc = 180.0 * arc_direction # Positive or negative arc
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rotation = deg_to_rad(swing_start_angle)
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func _physics_process(delta):
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elapsed_time += delta
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# Check lifetime
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if elapsed_time >= lifetime:
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queue_free()
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return
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# Calculate swing progress (0 to 1)
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var progress = elapsed_time / lifetime
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# Swing the sword in an arc
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swing_angle = swing_start_angle + (swing_arc * progress)
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rotation = deg_to_rad(swing_angle)
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# Position around player if we have one
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if player_owner and is_instance_valid(player_owner):
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var offset = Vector2(swing_radius, 0).rotated(deg_to_rad(swing_angle))
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global_position = player_owner.global_position + offset
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func _on_body_entered(body):
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# Don't hit the owner
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if body == player_owner:
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return
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# Don't hit the same target twice - use Dictionary for O(1) lookup to prevent race conditions
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if body in hit_targets:
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return
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# Add to hit_targets IMMEDIATELY to prevent multiple hits (mark as hit before processing)
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hit_targets[body] = true
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# Friendly fire: only skip when owner is also a player. Enemies can hit players.
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if body.is_in_group("player") and body.has_method("take_damage"):
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if player_owner and player_owner.is_in_group("player"):
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return # Owner is player → pass through, no damage
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# Owner is enemy → deal damage to player
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var attacker_pos = player_owner.global_position if player_owner and is_instance_valid(player_owner) else global_position
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var player_peer_id = body.get_multiplayer_authority()
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if player_peer_id != 0:
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if multiplayer.get_unique_id() == player_peer_id:
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body.rpc_take_damage(damage, attacker_pos, false, false)
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else:
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body.rpc_take_damage.rpc_id(player_peer_id, damage, attacker_pos, false, false)
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else:
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body.rpc_take_damage.rpc(damage, attacker_pos, false, false)
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return
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# Deal damage to boxes or other damageable objects
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if "health" in body:
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# Boxes have health property
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body.health -= damage
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if body.health <= 0 and body.has_method("_break_into_pieces"):
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body._break_into_pieces()
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print("Sword hit object: ", body.name)
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# Push the hit target away slightly
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if body is CharacterBody2D:
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var knockback_dir = (body.global_position - global_position).normalized()
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if body.is_in_group("player") and "is_dead" in body and body.is_dead:
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# Corpse: reduced force, sync to victim's client so they see the push
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const CORPSE_KNOCKBACK: float = 50.0
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var pid = body.get_multiplayer_authority()
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if pid == multiplayer.get_unique_id():
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body.rpc_apply_corpse_knockback(knockback_dir.x, knockback_dir.y, CORPSE_KNOCKBACK)
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elif pid != 0:
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body.rpc_apply_corpse_knockback.rpc_id(pid, knockback_dir.x, knockback_dir.y, CORPSE_KNOCKBACK)
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else:
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body.rpc_apply_corpse_knockback.rpc(knockback_dir.x, knockback_dir.y, CORPSE_KNOCKBACK)
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else:
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body.velocity = knockback_dir * 200.0
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