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-rw-r--r--assets/weapons/goo_gun/Bullet.gd6
-rw-r--r--assets/weapons/goo_gun/GooGun.gd28
2 files changed, 17 insertions, 17 deletions
diff --git a/assets/weapons/goo_gun/Bullet.gd b/assets/weapons/goo_gun/Bullet.gd
index 2edba6b..5c5097f 100644
--- a/assets/weapons/goo_gun/Bullet.gd
+++ b/assets/weapons/goo_gun/Bullet.gd
@@ -3,8 +3,8 @@ extends RigidBody
export var material : Material = null
func _ready():
- if material != null:
- $MeshInstance.set("material/0", material)
+ if material != null:
+ $MeshInstance.set("material/0", material)
func _on_Bullet_body_entered(_body):
- queue_free()
+ queue_free()
diff --git a/assets/weapons/goo_gun/GooGun.gd b/assets/weapons/goo_gun/GooGun.gd
index 6cb87fc..8ee6e0f 100644
--- a/assets/weapons/goo_gun/GooGun.gd
+++ b/assets/weapons/goo_gun/GooGun.gd
@@ -13,19 +13,19 @@ var time_since_fire = 0
var Bullet = preload("res://assets/weapons/goo_gun/Bullet.tscn")
func _physics_process(delta):
- if is_firing:
- time_since_fire += delta
- if time_since_fire >= fire_rate:
- time_since_fire -= fire_rate
- do_fire_projectile()
- else:
- time_since_fire = fire_rate
+ if is_firing:
+ time_since_fire += delta
+ if time_since_fire >= fire_rate:
+ time_since_fire -= fire_rate
+ do_fire_projectile()
+ else:
+ time_since_fire = fire_rate
func do_fire_projectile():
- var bullet = Bullet.instance()
- bullet.material = projectile_material
- $Nozzle.add_child(bullet)
- bullet.set_as_toplevel(true)
- var shoot_direction = Vector3.FORWARD.rotated(Vector3.LEFT, weapon_pitch)
- shoot_direction = shoot_direction.rotated(Vector3.UP, look_angle)
- bullet.apply_central_impulse(shoot_direction.normalized() * projectile_scalar)
+ var bullet = Bullet.instance()
+ bullet.material = projectile_material
+ $Nozzle.add_child(bullet)
+ bullet.set_as_toplevel(true)
+ var shoot_direction = Vector3.FORWARD.rotated(Vector3.LEFT, weapon_pitch)
+ shoot_direction = shoot_direction.rotated(Vector3.UP, look_angle)
+ bullet.apply_central_impulse(shoot_direction.normalized() * projectile_scalar)