a game about throwing hammers made for the github game off
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## A hammer.
extends Area2D
class_name Hammer

@icon("res://assets/hammers/hammer01.png")

## The current velocity
var velocity := Vector2.ZERO

## The direction to go in
var direction := Vector2.ZERO

## Acceleration
@export var acceleration := 100

## Maximum speed
@export var top_speed := 200

## The amount it can turn towards its target
@export var steer_force = 0.05

## The target
var target: Node2D = null

## To hit the player
var hit_player := true

## To hit the enemys
var hit_enemys := false

## The amount of time before gravity kicks in.
var lifetime := 1

## The gravity
var grav := 4

## Terminal velocity
var terminal_velocity := 15

@onready var trail := $Trail as Trail2D
@onready var outline_shader := ($Sprite as Sprite2D).material as ShaderMaterial
@onready var target_finder := $TargetFinder as Area2D
@onready var hitbox := $Hitbox as Hitbox

func _ready() -> void:
  set_masks()

## Sets the collision masks.
func set_masks() -> void:
  set_collision_mask_value(3, hit_player)
  set_collision_mask_value(4, hit_enemys)
  target_finder.set_collision_mask_value(3, hit_player)
  target_finder.set_collision_mask_value(4, hit_enemys)
  hitbox.collision_mask = target_finder.collision_mask
  target_finder.monitoring = not is_instance_valid(target)
  hitbox.monitoring = hit_player || hit_enemys

## Moves the direction towards the target.
func seek() -> void:
  if is_instance_valid(target):
    direction = direction + (global_position.direction_to(target.global_position) - direction) * steer_force
  elif not target == null:
    # target died (!)
    target = null
    target_finder.monitoring = true

## Highlights this hammer. See also [method unhighlight].
func highlight() -> void:
  outline_shader.set_shader_parameter(&"line_width", .75)

## Un-highlights this hammer. See also [method highlight].
func unhighlight() -> void:
  outline_shader.set_shader_parameter(&"line_width", 0)

func _physics_process(delta: float) -> void:
  lifetime -= delta
  if lifetime < 0:
    velocity.y += grav * delta
    velocity.y = clampf(velocity.y, -terminal_velocity, terminal_velocity)
  else:
    seek()
    velocity = (direction * acceleration * delta)
    velocity.y = lerpf(velocity.y, 0, .2) # hard to move up
  velocity = velocity.limit_length(top_speed)
  rotation = velocity.angle() + PI/2 # face forward
  global_position += velocity

func _on_body_entered(_body: Node2D) -> void:
  trail.emitting = false
  target_finder.monitoring = false
  hitbox.monitoring = false
  set_collision_layer_value(7, true)
  global_position += velocity.limit_length(1) # go into the wall a little
  velocity = Vector2.ZERO
  target = null
  steer_force = 0.05
  set_physics_process(false)
  trail.clear_points()

## Throws this [Hammer].
func throw(p_direction: Vector2) -> void:
  direction = p_direction
  trail.emitting = true
  set_physics_process(true)
  set_masks()


func _on_target_finder_node_entered(n: Node2D) -> void:
  target = n
  target_finder.set_deferred(&"monitoring", false)