Trap explosions with damage and health bar depletion.

This commit is contained in:
2025-12-29 15:03:05 -05:00
parent e632e54cba
commit 84bf495d11
16 changed files with 149 additions and 30 deletions

View File

@@ -9,6 +9,14 @@ enum Type{
PITFALL
}
const range_shapes : Dictionary = {
Trap.Type.BOMB : Vector3(5,1,5),
Trap.Type.GAS : Vector3(1,1,1),
Trap.Type.PITFALL : Vector3(1,1,1),
Trap.Type.FORCE_PANEL : Vector3(1,1,1),
Trap.Type.SWITCH : Vector3(3,1,3),
Trap.Type.MINE : Vector3(5,1,5),
}
const trap_icons : Dictionary = {
Trap.Type.BOMB : preload("res://visuals/images/icons/t-bomb.png"),
Trap.Type.GAS : preload("res://visuals/images/icons/t-gas.png"),
@@ -18,6 +26,10 @@ const trap_icons : Dictionary = {
Trap.Type.MINE : preload("res://visuals/images/icons/t-mine.png"),
}
const explosion_template = preload("res://templates/explosion.tscn")
@onready var range_area : Area3D = %RangeArea
@onready var range_shape : BoxShape3D = %RangeShape.shape
@onready var model : MeshInstance3D = %Model
@onready var icon : Sprite3D = %Icon
@onready var material : StandardMaterial3D = model.get_surface_override_material(0)
@@ -25,6 +37,12 @@ const trap_icons : Dictionary = {
var type : Type
var square : Vector3i
var trap_owner : int
var disarming : bool
var disarm_id : int
var damage : int = 10
signal disarmed(type : Trap.Type)
@@ -51,4 +69,17 @@ func _ready() -> void:
icon.texture = trap_icons[type]
model.visible = owns_trap
icon.visible = owns_trap
range_shape.size = range_shapes[type]
material.albedo_color = Color.YELLOW if owns_trap else Color.RED
func activate() -> void:
var exp = explosion_template.instantiate()
Game.level.add_vfx(exp, square)
for body in range_area.get_overlapping_bodies():
body.hurt(damage)
#match(type):
func _on_body_entered(body: Node3D) -> void:
if !disarming or body.id != disarm_id:
if !body.detecting:
activate()