## 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 := 100.0
## Maximum speed
@export var top_speed := 3.0
## The amount it can turn towards its target
@export var steer_force = 0.05
## The hit enum.
enum HITS {_a, _b, _c, PLAYER, ENEMY, NONE}
## Pick which layers to hit.
@export var hits: HITS = HITS.PLAYER:
set(value):
set_collision_mask_value(hits, false)
target_finder.set_collision_mask_value(hits, false)
hits = value
hitbox.monitoring = hits != HITS.NONE
if value == HITS.NONE:
return
set_collision_mask_value(hits, true)
target_finder.set_collision_mask_value(hits, true)
target_finder.monitoring = not is_instance_valid(target)
hitbox.collision_mask = target_finder.collision_mask
## The amount of time before gravity kicks in.
@export var lifetime := 3.0
## The gravity
@export var grav := 4.0
## The target
var target: Node2D = null
@onready var head := $Head as Marker2D
@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:
hits = hits
## Moves the direction towards the target.
func seek() -> void:
if is_instance_valid(target):
direction = lerp(
direction, head.global_position.direction_to(target.global_position), steer_force * clampf(lifetime, 0, 1)
)
elif target_finder.monitoring == false:
target = null
target_finder.monitoring = true
# func anticrash() -> void:
# var space := get_world_2d().direct_space_state
# var param := PhysicsRayQueryParameters2D.create(head.global_position, head.global_position + (direction * 10), pow(2, 1-1) + pow(2, hits - 1))
# var result := space.intersect_ray(param)
# if result.is_empty() or result.collider is Player or result.collider is Enemy:
# return
# direction = lerp(
# direction,
# direction.bounce(head.global_position.direction_to(result.position)),
# steer_force * clampf(lifetime, 0, 1)
# )
## 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
else:
seek()
# anticrash()
velocity += (direction * acceleration * delta)
if velocity.y < 0:
velocity.y = lerpf(velocity.y, 0, .1) # hard to move up
velocity.x = clampf(velocity.x, -top_speed, top_speed)
velocity.y = clampf(velocity.y, -top_speed, 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
lifetime = 3
set_physics_process(false)
trail.clear_points()
## Throws this [Hammer].
func throw(p_direction: Vector2) -> void:
set_collision_layer_value(7, false)
direction = p_direction
trail.emitting = true
set_physics_process(true)
func _on_target_finder_node_entered(n: Node2D) -> void:
target = n
target_finder.set_deferred(&"monitoring", false)