game: add bleed
This commit is contained in:
7
scenes/enemies/effects/enemy_effect_base.gd
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7
scenes/enemies/effects/enemy_effect_base.gd
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@@ -0,0 +1,7 @@
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class_name EnemyEffectBase
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extends Resource
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var enemy: EnemyBase
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func apply(enemy: EnemyBase) -> void:
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push_error("%s does not implement apply" % self)
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1
scenes/enemies/effects/enemy_effect_base.gd.uid
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1
scenes/enemies/effects/enemy_effect_base.gd.uid
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@@ -0,0 +1 @@
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uid://dg3yshxb4vdiu
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29
scenes/enemies/effects/enemy_effect_bleed.gd
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29
scenes/enemies/effects/enemy_effect_bleed.gd
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@@ -0,0 +1,29 @@
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class_name EnemyEffectBleed
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extends EnemyEffectBase
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var damage: float
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var duration: float
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var tick_rate: float = 1.0
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var _timer: Timer
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var _remaining_ticks: int = 5
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var _enemy: EnemyBase
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const PUDDLE = preload("res://scenes/puddle.tscn")
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func _init(enemy: EnemyBase, damage: float, duration: float):
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_timer = Timer.new()
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func apply(enemy: EnemyBase) -> void:
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enemy.effects.append(self)
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while _remaining_ticks > 0:
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_remaining_ticks -= 1
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var tree = enemy.get_tree()
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await enemy.get_tree().create_timer(1.0, false, true, false).timeout
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var p = PUDDLE.instantiate()
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enemy.get_parent().add_child(p)
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p.global_position = enemy.global_position
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enemy.effects.erase(self)
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static func _is_bleeding(enemy: EnemyBase) -> bool:
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return false
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1
scenes/enemies/effects/enemy_effect_bleed.gd.uid
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1
scenes/enemies/effects/enemy_effect_bleed.gd.uid
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@@ -0,0 +1 @@
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uid://b2ptwltm211t3
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@@ -17,7 +17,9 @@ var modifiers: Array[EnemyMod] = []
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@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
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@onready var shape_cast_2d: ShapeCast2D = $ShapeCast2D
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@onready var sprite_2d: Sprite2D = $Sprite2D
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@onready var label: Label = $Label
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@onready var label: Label = $HBoxContainer/Label
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@onready var effect_container: HBoxContainer = $HBoxContainer/EffectContainer
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var player: Player
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var enemy_name: String
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@@ -26,9 +28,11 @@ var god_mode: bool = false
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var is_dead: bool = false
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var health: float
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var effects: Array[EnemyEffectBase]
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var _path_update_timer: float = 0.0
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var _compute_cache: KeyedCache = KeyedCache.new()
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var _effects_visible = []
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func _ready() -> void:
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enemy_name = _gen_name()
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@@ -63,6 +67,15 @@ func _find_player():
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func _gen_name() -> String:
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return "Unnamed enemy"
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func _process(delta: float) -> void:
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for effect in effects:
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if effect in _effects_visible:
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continue
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var effect_sprite = Sprite2D.new()
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effect_sprite.texture = preload("res://assets/sprites/small_bleed_icon.png")
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effect_container.add_child(effect_sprite)
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_effects_visible.append(effect)
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func _physics_process(delta: float) -> void:
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if not target:
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@@ -90,20 +90,25 @@ wait_time = 0.5
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shape = SubResource("CircleShape2D_pkqou")
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max_results = 2
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[node name="Label" type="Label" parent="."]
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anchors_preset = 7
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[node name="HBoxContainer" type="HBoxContainer" parent="."]
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 1.0
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 1.0
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offset_left = -85.5
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offset_top = 5.0
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offset_right = 85.5
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offset_bottom = 28.0
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anchor_bottom = 0.5
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offset_left = -53.0
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offset_right = 53.0
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offset_bottom = 40.0
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grow_horizontal = 2
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grow_vertical = 0
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grow_vertical = 2
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[node name="EffectContainer" type="HBoxContainer" parent="HBoxContainer"]
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layout_mode = 2
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size_flags_vertical = 4
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[node name="Label" type="Label" parent="HBoxContainer"]
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layout_mode = 2
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theme_override_font_sizes/font_size = 9
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text = "Unnamed the Adjective"
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horizontal_alignment = 1
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"]
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@@ -115,4 +115,3 @@ func _on_set_spawn_rate(val: float):
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timer.stop()
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timer.wait_time = 1.0 / val
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timer.start()
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print_debug("spawn_rate: %s" % timer.wait_time)
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@@ -29,11 +29,7 @@ func _ready() -> void:
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if not weapon:
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weapon = WEAPON_SWORD.instantiate()
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add_child(weapon)
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var mod = WeaponModBase.new()
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mod.mod_property = "attack_damage"
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mod.mod_value = 10.0
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mod.mod_type = WeaponModBase.ModType.ADDITIVE
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weapon.add_mod(mod)
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func _physics_process(delta: float) -> void:
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21
scenes/puddle.gd
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21
scenes/puddle.gd
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@@ -0,0 +1,21 @@
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class_name Puddle
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extends Node2D
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@export var color: Color = Color.CRIMSON
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@onready var base: Sprite2D = $Base
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func _ready() -> void:
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var player: Player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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var shader = preload("res://assets/shaders/base_color_tint.gdshader")
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var shader_material: ShaderMaterial
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shader_material = ShaderMaterial.new()
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shader_material.set_shader_parameter("base_color", color)
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shader_material.shader = shader
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base.material = shader_material
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match randi() % 4:
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1:
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rotation_degrees = 90
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2:
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rotation_degrees = 180
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3:
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rotation_degrees = -90
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1
scenes/puddle.gd.uid
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1
scenes/puddle.gd.uid
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@@ -0,0 +1 @@
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uid://cds5aqq2mqmpe
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34
scenes/puddle.tscn
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34
scenes/puddle.tscn
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@@ -0,0 +1,34 @@
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[gd_scene load_steps=8 format=3 uid="uid://dcka1mmlgeoj7"]
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[ext_resource type="Shader" uid="uid://cf48pgfl308o3" path="res://assets/shaders/base_color_tint.gdshader" id="1_qlq6d"]
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[ext_resource type="Script" uid="uid://cds5aqq2mqmpe" path="res://scenes/puddle.gd" id="1_s8xbh"]
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[ext_resource type="Texture2D" uid="uid://c5t4it4if0s6g" path="res://assets/sprites/puddle_1.png" id="2_s8xbh"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_i64cl"]
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shader = ExtResource("1_qlq6d")
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shader_parameter/base_color = Color(1, 0.2, 0.2, 1)
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[sub_resource type="AtlasTexture" id="AtlasTexture_h42jt"]
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atlas = ExtResource("2_s8xbh")
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region = Rect2(0, 0, 16, 13)
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[sub_resource type="AtlasTexture" id="AtlasTexture_16dvh"]
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atlas = ExtResource("2_s8xbh")
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region = Rect2(32, 0, 16, 13)
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[sub_resource type="AtlasTexture" id="AtlasTexture_5nuq4"]
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atlas = ExtResource("2_s8xbh")
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region = Rect2(16, 0, 16, 13)
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[node name="Puddle" type="Node2D"]
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script = ExtResource("1_s8xbh")
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[node name="Base" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_i64cl")
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texture = SubResource("AtlasTexture_h42jt")
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[node name="Highlights" type="Sprite2D" parent="."]
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texture = SubResource("AtlasTexture_16dvh")
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[node name="Shading" type="Sprite2D" parent="."]
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texture = SubResource("AtlasTexture_5nuq4")
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@@ -4,6 +4,8 @@ extends Node2D
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enum WeaponTag {
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CAN_RETURN,
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CAN_BLEED,
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CAN_CHAIN,
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CAN_FORK,
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}
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@export var attack_cd: float
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@@ -12,11 +14,19 @@ enum WeaponTag {
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@export var attack_duration: float
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@export var attack_range: float
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@export var attack_crit_chance: float = 0.05
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@export var return_chance: float = 0.0
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@export var bleed_chance: float = 0.0
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@export var bleed_duration: float = 5.0
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@export var chain_chance: float = 0.0
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@export var tags: Array[String] = []
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@export var modifiers: Array[WeaponModBase] = []
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@onready var active_cd_timer: Timer = $ActiveCDTimer
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var _player: Player
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func _ready() -> void:
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_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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func _on_attack_cd_timer_timeout() -> void:
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do_attack()
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@@ -76,3 +86,19 @@ func has_property(key: String) -> bool:
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if prop.name == key:
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return true
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return false
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func did_crit() -> bool:
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var weapon_crit = get_calculated("attack_crit_chance")
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var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
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return randf() >= 1 - weapon_crit + player_crit
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func did_bleed() -> bool:
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return randf() >= 1 - bleed_chance
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func base_damage() -> Array[Variant]:
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var damage = get_calculated("attack_damage")
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var is_crit := did_crit()
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if is_crit:
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damage *= _player.player_stats.get_final("crit_multiplier", _player.modifiers)
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return [damage, is_crit]
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@@ -8,13 +8,14 @@ const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_proje
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signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
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var _player: Player
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func _ready() -> void:
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bleed_chance = 0.2
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targeting_range_shape.shape.radius = attack_range
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projectile_hit.connect(_on_projectile_hit)
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_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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super._ready()
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func do_attack() -> void:
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@@ -44,13 +45,13 @@ func _do_active() -> void:
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func deal_damage(enemy: EnemyBase, damage_mult: float):
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var weapon_crit = get_calculated("attack_crit_chance")
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var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
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var damage = get_calculated("attack_damage")
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var is_crit = randf() >= 1 - weapon_crit + player_crit
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if is_crit:
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damage *= _player.player_stats.get_final("crit_multiplier", _player.modifiers)
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enemy.take_damage(damage * damage_mult, is_crit)
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var damage_and_crit = base_damage()
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# TODO: Fix crit value
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enemy.take_damage(damage_and_crit[0], damage_and_crit[1])
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if did_bleed():
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var bleed = EnemyEffectBleed.new(enemy, damage_and_crit[0], bleed_duration)
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bleed.apply(enemy)
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func _on_projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase, damage_mult: float):
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@@ -5,6 +5,7 @@ extends Node2D
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@export var range: float = 200.0
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@export var target: Node2D
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@export var damage_mult: float = 1.0
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@export var bleed_chance: float = 0.2
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@export var on_hit_sig: Signal
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var _direction: Vector2
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