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

@@ -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):