Diffstat (limited to 'bullets/scripts/Laser.gd')
-rw-r--r--bullets/scripts/Laser.gd93
1 files changed, 0 insertions, 93 deletions
diff --git a/bullets/scripts/Laser.gd b/bullets/scripts/Laser.gd
deleted file mode 100644
index 96dc24a..0000000
--- a/bullets/scripts/Laser.gd
+++ /dev/null
@@ -1,93 +0,0 @@
-extends RigidBody2D
-class_name Bullet
-
-export var spreadmaxneg: int
-export var spreadmaxpos: int
-export var scalingrand = false
-export var minscalingrand = 1
-export var maxscalingrand = 1
-export var initial_velocity = 150
-export var particles = false
-export var trail = false
-export var trail_rare = true
-export var rarity_min = 1
-export var rarity_max = 5
-export var scale_glow = true
-export var modulate_amount = .2
-export var modulate_glow = false
-
-var powered_up = false
-
-const HitEffect = preload("res://effects/HitEffect.tscn")
-const Trail = preload("res://effects/Trail.tscn")
-var choosing = 0
-
-onready var light = $"%Light"
-onready var anims: AnimatedSprite = $"%Laser"
-onready var laser_sound: AudioStreamPlayer = $"%LaserSound"
-
-
-func _ready():
- set_lights(ProjectSettings.get_setting("global/bullet_lights"))
- yield(get_tree(), "idle_frame")
- visible = true
- var direction = Vector2(initial_velocity, rand_range(spreadmaxneg, spreadmaxpos))
- apply_impulse(Vector2.ZERO, direction)
- rotation = direction.angle()
-
- randomize()
- laser_sound.pitch_scale = randf() + 0.4
- #warning-ignore: narrowing_conversion
- anims.frame = rand_range(0, 13)
-
- laser_sound.play()
- anims.play()
-
- if powered_up:
- scalingrand = true
-
- if scalingrand:
- var rand = rand_range(minscalingrand, maxscalingrand)
- var to_scale = Vector2(rand, rand)
- if powered_up:
- to_scale += Vector2(1.5, 1.5)
- anims.scale = to_scale
- $Collision.scale = to_scale
- if scale_glow:
- light.texture_scale += to_scale.x / 3
- if trail:
- if trail_rare:
- var chance = rand_range(rarity_min, rarity_max)
- chance = round(chance)
- if chance == 1:
- var trailinstance = Trail.instance()
- add_child(trailinstance)
- if powered_up:
- var rand = rand_range(minscalingrand, maxscalingrand)
- trailinstance.THICKNESS = rand * 2
- else:
- var trailinstance = Trail.instance()
- add_child(trailinstance)
- if powered_up:
- var rand = rand_range(minscalingrand, maxscalingrand)
- trailinstance.THICKNESS = rand * 2
-
-
-func create_hit_effect():
- Game.instance_scene_on_main(HitEffect, global_position)
-
-
-func _on_VisibilityNotifier2D_screen_exited():
- queue_free()
-
-
-func _physics_process(delta):
- light.color.a -= modulate_amount * delta
- if light.color.a < 0:
- light.enabled = false
- set_physics_process(false)
-
-
-func set_lights(enabled: bool) -> void:
- light.enabled = enabled
- set_physics_process(enabled)