xiandie/scene/little_game/弹珠游戏/弹珠游戏.gd
2025-04-21 21:31:12 +08:00

65 lines
1.4 KiB
GDScript

extends CanvasLayer
@onready var pivot = $Pivot as Node2D
func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME
wave_hand()
func reload() -> void:
# 重新加载
var ball_scene = preload("res://scene/little_game/弹珠游戏/ball.tscn")
var ball = ball_scene.instantiate()
ball.is_shooter = true
pivot.add_child(ball)
pivot.move_child(ball, 0)
ball.rand_id()
var wave_tween: Tween
var shooting = false
func wave_hand() -> void:
# 转动 pivot
if wave_tween and wave_tween.is_running():
return
wave_tween = create_tween()
wave_tween.tween_property(pivot, "rotation", 0.5, 2.0).set_ease(Tween.EASE_IN_OUT)
wave_tween.tween_property(pivot, "rotation", -0.5, 2.0).set_ease(Tween.EASE_IN_OUT)
wave_tween.set_loops(9999999)
func shoot() -> void:
if shooting:
return
shooting = true
# 触发射击事件
if wave_tween and wave_tween.is_running():
wave_tween.kill()
var ball = pivot.get_child(0) as RigidBody2D
var direction = Vector2(0, -1).rotated(pivot.rotation)
ball.linear_velocity = direction * 200
ball.angular_velocity = 10.0
ball.hit_ball.connect(_on_hit_ball)
ball.hit_boundary.connect(_on_hit_boundary)
func _on_hit_ball():
print("_on_hit_ball")
reload()
wave_hand()
shooting = false
func _on_hit_boundary():
# 重开游戏
print("hit boundary, restart")
reload()
wave_hand()
shooting = false
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("interact"):
shoot()