game: add bleed

This commit is contained in:
2025-08-22 20:50:11 +02:00
parent 0dada63709
commit 6fff2dd9a3
15 changed files with 163 additions and 28 deletions

View File

@@ -0,0 +1,7 @@
class_name EnemyEffectBase
extends Resource
var enemy: EnemyBase
func apply(enemy: EnemyBase) -> void:
push_error("%s does not implement apply" % self)

View File

@@ -0,0 +1 @@
uid://dg3yshxb4vdiu

View File

@@ -0,0 +1,29 @@
class_name EnemyEffectBleed
extends EnemyEffectBase
var damage: float
var duration: float
var tick_rate: float = 1.0
var _timer: Timer
var _remaining_ticks: int = 5
var _enemy: EnemyBase
const PUDDLE = preload("res://scenes/puddle.tscn")
func _init(enemy: EnemyBase, damage: float, duration: float):
_timer = Timer.new()
func apply(enemy: EnemyBase) -> void:
enemy.effects.append(self)
while _remaining_ticks > 0:
_remaining_ticks -= 1
var tree = enemy.get_tree()
await enemy.get_tree().create_timer(1.0, false, true, false).timeout
var p = PUDDLE.instantiate()
enemy.get_parent().add_child(p)
p.global_position = enemy.global_position
enemy.effects.erase(self)
static func _is_bleeding(enemy: EnemyBase) -> bool:
return false

View File

@@ -0,0 +1 @@
uid://b2ptwltm211t3

View File

@@ -17,7 +17,9 @@ var modifiers: Array[EnemyMod] = []
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
@onready var shape_cast_2d: ShapeCast2D = $ShapeCast2D
@onready var sprite_2d: Sprite2D = $Sprite2D
@onready var label: Label = $Label
@onready var label: Label = $HBoxContainer/Label
@onready var effect_container: HBoxContainer = $HBoxContainer/EffectContainer
var player: Player
var enemy_name: String
@@ -26,9 +28,11 @@ var god_mode: bool = false
var is_dead: bool = false
var health: float
var effects: Array[EnemyEffectBase]
var _path_update_timer: float = 0.0
var _compute_cache: KeyedCache = KeyedCache.new()
var _effects_visible = []
func _ready() -> void:
enemy_name = _gen_name()
@@ -63,6 +67,15 @@ func _find_player():
func _gen_name() -> String:
return "Unnamed enemy"
func _process(delta: float) -> void:
for effect in effects:
if effect in _effects_visible:
continue
var effect_sprite = Sprite2D.new()
effect_sprite.texture = preload("res://assets/sprites/small_bleed_icon.png")
effect_container.add_child(effect_sprite)
_effects_visible.append(effect)
func _physics_process(delta: float) -> void:
if not target:

View File

@@ -90,20 +90,25 @@ wait_time = 0.5
shape = SubResource("CircleShape2D_pkqou")
max_results = 2
[node name="Label" type="Label" parent="."]
anchors_preset = 7
[node name="HBoxContainer" type="HBoxContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 1.0
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -85.5
offset_top = 5.0
offset_right = 85.5
offset_bottom = 28.0
anchor_bottom = 0.5
offset_left = -53.0
offset_right = 53.0
offset_bottom = 40.0
grow_horizontal = 2
grow_vertical = 0
grow_vertical = 2
[node name="EffectContainer" type="HBoxContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_vertical = 4
[node name="Label" type="Label" parent="HBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 9
text = "Unnamed the Adjective"
horizontal_alignment = 1
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"]

View File

@@ -115,4 +115,3 @@ func _on_set_spawn_rate(val: float):
timer.stop()
timer.wait_time = 1.0 / val
timer.start()
print_debug("spawn_rate: %s" % timer.wait_time)

View File

@@ -29,11 +29,7 @@ func _ready() -> void:
if not weapon:
weapon = WEAPON_SWORD.instantiate()
add_child(weapon)
var mod = WeaponModBase.new()
mod.mod_property = "attack_damage"
mod.mod_value = 10.0
mod.mod_type = WeaponModBase.ModType.ADDITIVE
weapon.add_mod(mod)
func _physics_process(delta: float) -> void:

21
scenes/puddle.gd Normal file
View File

@@ -0,0 +1,21 @@
class_name Puddle
extends Node2D
@export var color: Color = Color.CRIMSON
@onready var base: Sprite2D = $Base
func _ready() -> void:
var player: Player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
var shader = preload("res://assets/shaders/base_color_tint.gdshader")
var shader_material: ShaderMaterial
shader_material = ShaderMaterial.new()
shader_material.set_shader_parameter("base_color", color)
shader_material.shader = shader
base.material = shader_material
match randi() % 4:
1:
rotation_degrees = 90
2:
rotation_degrees = 180
3:
rotation_degrees = -90

1
scenes/puddle.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://cds5aqq2mqmpe

34
scenes/puddle.tscn Normal file
View File

@@ -0,0 +1,34 @@
[gd_scene load_steps=8 format=3 uid="uid://dcka1mmlgeoj7"]
[ext_resource type="Shader" uid="uid://cf48pgfl308o3" path="res://assets/shaders/base_color_tint.gdshader" id="1_qlq6d"]
[ext_resource type="Script" uid="uid://cds5aqq2mqmpe" path="res://scenes/puddle.gd" id="1_s8xbh"]
[ext_resource type="Texture2D" uid="uid://c5t4it4if0s6g" path="res://assets/sprites/puddle_1.png" id="2_s8xbh"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_i64cl"]
shader = ExtResource("1_qlq6d")
shader_parameter/base_color = Color(1, 0.2, 0.2, 1)
[sub_resource type="AtlasTexture" id="AtlasTexture_h42jt"]
atlas = ExtResource("2_s8xbh")
region = Rect2(0, 0, 16, 13)
[sub_resource type="AtlasTexture" id="AtlasTexture_16dvh"]
atlas = ExtResource("2_s8xbh")
region = Rect2(32, 0, 16, 13)
[sub_resource type="AtlasTexture" id="AtlasTexture_5nuq4"]
atlas = ExtResource("2_s8xbh")
region = Rect2(16, 0, 16, 13)
[node name="Puddle" type="Node2D"]
script = ExtResource("1_s8xbh")
[node name="Base" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_i64cl")
texture = SubResource("AtlasTexture_h42jt")
[node name="Highlights" type="Sprite2D" parent="."]
texture = SubResource("AtlasTexture_16dvh")
[node name="Shading" type="Sprite2D" parent="."]
texture = SubResource("AtlasTexture_5nuq4")

View File

@@ -4,6 +4,8 @@ extends Node2D
enum WeaponTag {
CAN_RETURN,
CAN_BLEED,
CAN_CHAIN,
CAN_FORK,
}
@export var attack_cd: float
@@ -12,11 +14,19 @@ enum WeaponTag {
@export var attack_duration: float
@export var attack_range: float
@export var attack_crit_chance: float = 0.05
@export var return_chance: float = 0.0
@export var bleed_chance: float = 0.0
@export var bleed_duration: float = 5.0
@export var chain_chance: float = 0.0
@export var tags: Array[String] = []
@export var modifiers: Array[WeaponModBase] = []
@onready var active_cd_timer: Timer = $ActiveCDTimer
var _player: Player
func _ready() -> void:
_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
func _on_attack_cd_timer_timeout() -> void:
do_attack()
@@ -76,3 +86,19 @@ func has_property(key: String) -> bool:
if prop.name == key:
return true
return false
func did_crit() -> bool:
var weapon_crit = get_calculated("attack_crit_chance")
var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
return randf() >= 1 - weapon_crit + player_crit
func did_bleed() -> bool:
return randf() >= 1 - bleed_chance
func base_damage() -> Array[Variant]:
var damage = get_calculated("attack_damage")
var is_crit := did_crit()
if is_crit:
damage *= _player.player_stats.get_final("crit_multiplier", _player.modifiers)
return [damage, is_crit]

View File

@@ -8,13 +8,14 @@ const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_proje
signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
var _player: Player
func _ready() -> void:
bleed_chance = 0.2
targeting_range_shape.shape.radius = attack_range
projectile_hit.connect(_on_projectile_hit)
_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
super._ready()
func do_attack() -> void:
@@ -44,13 +45,13 @@ func _do_active() -> void:
func deal_damage(enemy: EnemyBase, damage_mult: float):
var weapon_crit = get_calculated("attack_crit_chance")
var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
var damage = get_calculated("attack_damage")
var is_crit = randf() >= 1 - weapon_crit + player_crit
if is_crit:
damage *= _player.player_stats.get_final("crit_multiplier", _player.modifiers)
enemy.take_damage(damage * damage_mult, is_crit)
var damage_and_crit = base_damage()
# TODO: Fix crit value
enemy.take_damage(damage_and_crit[0], damage_and_crit[1])
if did_bleed():
var bleed = EnemyEffectBleed.new(enemy, damage_and_crit[0], bleed_duration)
bleed.apply(enemy)
func _on_projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase, damage_mult: float):

View File

@@ -5,6 +5,7 @@ extends Node2D
@export var range: float = 200.0
@export var target: Node2D
@export var damage_mult: float = 1.0
@export var bleed_chance: float = 0.2
@export var on_hit_sig: Signal
var _direction: Vector2