rocket launcher moves objects, blast radius not falling off properly yet

This commit is contained in:
derek
2024-08-01 10:37:18 -05:00
parent 6354dc2774
commit dc6fcf9556
6 changed files with 80 additions and 31 deletions

View File

@@ -1,7 +1,11 @@
extends RigidBody3D
@export var explosion : Resource
@export var blast_radius : Node
@export var blast_radius_falloff : Resource
@onready var radius_shape = $BlastRadius/radiusShape
var blast_power
var bullet_speed
var player_velocity
var bullet_damage
@@ -18,8 +22,30 @@ func _process(delta):
func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index):
#move objects
explode()
#Spawn gpu particles
var explosionspawn = explosion.instantiate()
explosionspawn.position = self.global_position
explosionspawn.transform.basis = self.global_transform.basis
get_tree().get_root().add_child(explosionspawn)
queue_free()
func explode():
#get all collision objects that can be moved
var moveable_rigidbodies = blast_radius.get_overlapping_bodies()
#for each object determine vector from center of blast radius
#apply linear velocity power as the inverse % of distance towards the edge (bonus points if using curve texture)
#break breakable objects
for body in moveable_rigidbodies:
if body.is_in_group("scene_rigidbody"):
var blast_direction = (body.global_position - blast_radius.global_position).normalized()
var blast_amount = (10 / (body.global_position - blast_radius.global_position).length()) / 10
print("blast direction "+str(blast_direction))
print("blast amount "+str(blast_amount))
var blast_velocity = blast_direction * blast_power * blast_amount
if body.is_in_group("breakable"):
body.breaking(blast_velocity)
else:
body.linear_velocity += blast_velocity