extends "res://player.gd" var can_damage = false var idle_texture = preload("res://dotted line.png") var aiming_texture = preload("res://laser_idle.png") var active_texture = preload("res://ircle_laser.gif") func update_animation(): if moving: $Engine.play("active") else: $Engine.play("idle") func _input(event): if event.is_action_pressed("shoot"): $Laser.fire() fire_laser() func _process(delta): if can_damage: var body = $Laser/RayCast2D.get_collider() if body != null and body.is_in_group("destructible"): if body.has_method("destroy"): body.destroy() else: body.queue_free() can_damage = false func fire_laser(): var tween = get_tree().create_tween() frozen = true $Body.play("shoot") tween.set_parallel(true) tween.tween_callback(set_laser_texture.bind(aiming_texture)) tween.tween_property($Laser, "modulate", Color.WHITE, 1).set_ease(Tween.EASE_IN) tween.tween_callback(play_with_delay) tween.set_parallel(false) tween.tween_callback(can_shoot.bind(true)) tween.tween_callback(set_laser_texture.bind(active_texture)) tween.tween_callback($Laser.fire) tween.tween_interval(0.2) tween.tween_callback(can_shoot.bind(false)) tween.tween_callback(set_laser_texture.bind(aiming_texture)) tween.set_parallel(true) tween.tween_property($Laser, "modulate", Color(Color.WHITE, 0.2), 0.2).set_ease(Tween.EASE_OUT) tween.set_parallel(false) tween.tween_callback(set_laser_texture.bind(idle_texture)) tween.tween_callback($Body.play.bind("idle")) tween.tween_property(self, "frozen", false, 0) func can_shoot(yn): can_damage = yn func play_with_delay(): await get_tree().create_timer(0.9).timeout $LaserFX.play() func set_laser_texture(texture): $Laser.texture = texture