game: add player stats and modifiers

This commit is contained in:
2025-08-19 14:23:12 +02:00
parent c95d4341a1
commit 0f0b537921
10 changed files with 91 additions and 51 deletions

View File

@@ -1,7 +1,7 @@
extends Node2D
@export var default_attack_time: float = 0.5
@export var default_damage: float = 5.0
@export var player: Player = null
@onready var trigger_area: Area2D = $TriggerArea
@onready var trigger_collision: CollisionShape2D = $TriggerArea/TriggerCollision
@@ -10,7 +10,7 @@ extends Node2D
@onready var path_follow_2d: PathFollow2D = $AttackPath/PathFollow2D
@onready var attack_area: Area2D = $AttackPath/PathFollow2D/Sprite2D/AttackArea
var damage: float
var base_damage: float = 5.0
var current_target: Node2D = null
var current_progress: float = 0.0
var damaged_this_attack: Array = []
@@ -19,7 +19,6 @@ var is_attacking: bool = false
func _ready() -> void:
attack_path.visible = false
damage = default_damage
func _process(delta: float) -> void:
@@ -93,5 +92,11 @@ func _on_attack_area_body_entered(body: Node2D) -> void:
if body in damaged_this_attack:
return
if body.is_in_group(GlobalConst.GROUP_ENEMY) and body.is_in_group(GlobalConst.GROUP_DAMAGEABLE):
body.take_damage(damage)
var crit_chance = player.player_stats.get_final("crit_chance", player.modifiers)
var damage_dealt = base_damage
var is_crit = randf() >= 1 - crit_chance
if is_crit:
damage_dealt *= player.player_stats.get_final("crit_multiplier", player.modifiers)
body.take_damage(damage_dealt, is_crit)
damaged_this_attack.append(body)

View File

@@ -2,21 +2,6 @@
[ext_resource type="Script" uid="uid://dri8n7vfnarub" path="res://scenes/damage_numbers.gd" id="1_bhj6t"]
[sub_resource type="Animation" id="Animation_ngvhj"]
resource_name = "normal_damage"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Control/Label:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(0.148651, 0.148651),
"update": 0,
"values": [Vector2(-9.5, -11.5), Vector2(-9, -82)]
}
[sub_resource type="Animation" id="Animation_bhj6t"]
length = 0.001
tracks/0/type = "value"
@@ -32,6 +17,21 @@ tracks/0/keys = {
"values": [Vector2(0, -248)]
}
[sub_resource type="Animation" id="Animation_ngvhj"]
resource_name = "normal_damage"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Control/Label:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(0.148651, 0.148651),
"update": 0,
"values": [Vector2(-9.5, -11.5), Vector2(-9, -82)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0otjp"]
_data = {
&"RESET": SubResource("Animation_bhj6t"),

View File

@@ -34,12 +34,13 @@ func _physics_process(delta: float) -> void:
deal_damage()
func take_damage(value: float):
func take_damage(value: float, is_crit: bool = false):
if god_mode:
return
health -= value
var dm = preload("res://scenes/damage_numbers.tscn").instantiate()
dm.damage_taken = value
dm.critical_damage = is_crit
add_child(dm)
if health <= 0:
die()

View File

@@ -45,23 +45,6 @@ tracks/2/keys = {
"values": [Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="Animation_8e3ao"]
resource_name = "jump"
length = 0.7
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.3),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(0, 0), Vector2(0, -7)]
}
[sub_resource type="Animation" id="Animation_fcftc"]
resource_name = "die"
length = 2.0
@@ -90,6 +73,23 @@ tracks/1/keys = {
"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
}
[sub_resource type="Animation" id="Animation_8e3ao"]
resource_name = "jump"
length = 0.7
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.3),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(0, 0), Vector2(0, -7)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_38ino"]
_data = {
&"RESET": SubResource("Animation_38ino"),

View File

@@ -1,15 +1,13 @@
class_name Player
extends CharacterBody2D
@export var camera: Camera2D
@export var main_ui: MainUI
@export var default_movement_speed: float = 200.0
@export var default_max_health: float = 50.0
@onready var sprite_2d: Sprite2D = $Sprite2D
var movement_speed: float
var max_health: float
var health: float
var player_stats: PlayerStats = PlayerStats.new()
var modifiers: Array[PlayerStatsModifier] = []
var dead: bool = false
var death_anim_done: bool = false
var god_mode: bool = false
@@ -17,9 +15,6 @@ var god_mode: bool = false
func _ready() -> void:
camera.position = global_position
movement_speed = default_movement_speed
max_health = default_max_health
health = max_health
main_ui.player_ui.set_hp(100)
GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
@@ -28,7 +23,8 @@ func _physics_process(delta: float) -> void:
if dead:
return
var input_direction = Input.get_vector("left", "right", "up", "down")
velocity = input_direction * movement_speed
var move_speed = player_stats.get_final("move_speed", modifiers)
velocity = input_direction * move_speed
move_and_slide()
@@ -42,14 +38,13 @@ func _process(delta: float) -> void:
func take_damage(value: float) -> void:
if dead or god_mode:
return
health -= value
print_debug("player took damage. now has %s hp" % health)
player_stats.current_health -= value
var dm = preload("res://scenes/damage_numbers.tscn").instantiate()
dm.damage_taken = value
dm.player_damage = false
add_child(dm)
main_ui.player_ui.set_hp(health / max_health * 100)
if health <= 0:
main_ui.player_ui.set_hp((player_stats.current_health / player_stats.get_final("max_health", modifiers)) * 100)
if player_stats.current_health <= 0:
die()

View File

@@ -19,4 +19,5 @@ region_rect = Rect2(0, 104, 16, 14)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_3vyb7")
[node name="AttackSword" parent="." instance=ExtResource("3_qhqgy")]
[node name="AttackSword" parent="." node_paths=PackedStringArray("player") instance=ExtResource("3_qhqgy")]
player = NodePath("..")

28
scenes/player_stats.gd Normal file
View File

@@ -0,0 +1,28 @@
class_name PlayerStats
extends Resource
var max_health: float = 50.0
var current_health: float = 50.0
var current_xp: float = 0.0
var current_level: int = 1
var crit_chance: float = 0.05
var crit_multiplier: float = 2.0
var move_speed: float = 200.0
var attack_damage: float = 1.0
func get_final(stat: String, modifiers: Array[PlayerStatsModifier]) -> Variant:
var base_value = get(stat)
var add = 0.0
var mul = 1.0
for mod in modifiers:
if mod.stat_name == stat:
if mod.type == PlayerStatsModifier.ModifierType.ADDITIVE:
add += mod.value
if mod.type == PlayerStatsModifier.ModifierType.ADDITIVE:
mul *= mod.value
if mod.type == PlayerStatsModifier.ModifierType.ABSOLUTE:
return mod.value
return (base_value + add) * mul
func xp_required_for_level() -> float:
return 100 * (100*(1.5**(current_level-1)))

View File

@@ -0,0 +1 @@
uid://bcr7dywiutax7

View File

@@ -0,0 +1,8 @@
class_name PlayerStatsModifier
extends Resource
enum ModifierType { ADDITIVE, MULTIPLICATIVE, ABSOLUTE }
var stat_name: String
var value: Variant
var type: ModifierType = ModifierType.ADDITIVE

View File

@@ -0,0 +1 @@
uid://d3nkb530haufx