Lobby barrel-smash reward + roll/slam barrel destruction
Bull's boulder roll now homes on and ploughs through lobby barrels, and the slam shockwave bursts them within its radius. HUD tallies barrels on load and fires a confetti "WOooOoW!" + two gold bonus HP pips when the last one breaks; gates open from run state as fights are cleared. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
+25
-7
@@ -1,23 +1,41 @@
|
||||
extends StaticBody3D
|
||||
extends StaticBody3D
|
||||
## A smashable lobby barrel. Joins the &"barrel" group so the HUD can tally how many
|
||||
## remain and fire the "cleared the lobby" reward once the last one bursts.
|
||||
|
||||
signal destroyed
|
||||
|
||||
# Preload the broken barrel scene
|
||||
const BARREL_BROKEN_SCENE = preload("res://tscn_s/BarrelBroken.tscn")
|
||||
|
||||
var _destroyed := false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group(&"barrel")
|
||||
|
||||
|
||||
func destroy_barrel():
|
||||
# Guard against a double hit in the same frame counting the same barrel twice.
|
||||
if _destroyed:
|
||||
return
|
||||
_destroyed = true
|
||||
|
||||
# 1. Instantiate the broken pieces
|
||||
var broken_instance = BARREL_BROKEN_SCENE.instantiate()
|
||||
|
||||
|
||||
# 2. Place the fragments exactly where the intact barrel currently is
|
||||
broken_instance.global_transform = self.global_transform
|
||||
|
||||
|
||||
# 3. Add the fragments to the main game tree
|
||||
get_parent().add_child(broken_instance)
|
||||
|
||||
|
||||
# 4. (Optional) Apply a physics push to the fragments if you want an explosive effect
|
||||
for child in broken_instance.get_children():
|
||||
if child is RigidBody3D:
|
||||
# Pushes pieces slightly outward and upward
|
||||
var random_direction = Vector3(randf_range(-1, 1), randf_range(0.5, 1.5), randf_range(-1, 1)).normalized()
|
||||
child.apply_central_impulse(random_direction * 5.0)
|
||||
|
||||
# 5. Delete the intact barrel
|
||||
child.apply_central_impulse(random_direction * 5.0)
|
||||
|
||||
# 5. Announce the smash (the HUD counts down remaining barrels) and remove the barrel
|
||||
destroyed.emit()
|
||||
queue_free()
|
||||
|
||||
Reference in New Issue
Block a user