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Bullet.cs
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namespace diep;
using Godot;
public partial class Bullet : Area2D
{
public Vector2 Direction { get; set; }
public float BulletSpeed { get; set; }
public float BulletDamage { get; set; }
public float BulletDurability { get; set; }
private Timer _lifespanTimer;
private float _initialSpeed;
private float _elapsedTime;
public override void _Ready()
{
_initialSpeed = BulletSpeed;
_elapsedTime = 0f;
_lifespanTimer = new Timer();
_lifespanTimer.WaitTime = BulletDurability;
_lifespanTimer.OneShot = true;
_lifespanTimer.Timeout += () => QueueFree();
AddChild(_lifespanTimer);
_lifespanTimer.Start();
this.BodyEntered += OnBulletBodyEntered;
}
public override void _Process(double delta)
{
_elapsedTime += (float)delta;
//linear
//float remainingFraction = Mathf.Max(0, 1 - (_elapsedTime / BulletDurability));
//BulletSpeed = _initialSpeed * remainingFraction;
//exponential
BulletSpeed = _initialSpeed * Mathf.Pow(0.3f, _elapsedTime);
Position += Direction * (float)delta * BulletSpeed;
}
private void OnCollision(Node body)
{
if (body is Player player)
{
player.TakeDamage(BulletDamage);
}
else if (body is Enemy enemy)
{
enemy.TakeDamage(BulletDamage);
}
else if (body is Target target)
{
target.Call("TakeDamage", BulletDamage);
}
QueueFree();
}
private void OnBulletBodyEntered(Node body)
{
if (body is Target target)
{
var bulletStrenght = 2.5f;
Vector2 impulse = Direction * BulletDamage * bulletStrenght;
target.ApplyCentralImpulse(impulse);
target.Call("TakeDamage", BulletDamage);
QueueFree();
}
}
}