chore: run gdformat on all gdscript files
This commit is contained in:
@@ -16,6 +16,7 @@ var current_progress: float = 0.0
|
|||||||
var damaged_this_attack: Array = []
|
var damaged_this_attack: Array = []
|
||||||
var is_attacking: bool = false
|
var is_attacking: bool = false
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
attack_path.visible = false
|
attack_path.visible = false
|
||||||
damage = default_damage
|
damage = default_damage
|
||||||
@@ -26,7 +27,11 @@ func _process(delta: float) -> void:
|
|||||||
timer.start()
|
timer.start()
|
||||||
if current_progress > 0.95:
|
if current_progress > 0.95:
|
||||||
reset_attack()
|
reset_attack()
|
||||||
if current_target and is_instance_valid(current_target) and not current_target.is_queued_for_deletion():
|
if (
|
||||||
|
current_target
|
||||||
|
and is_instance_valid(current_target)
|
||||||
|
and not current_target.is_queued_for_deletion()
|
||||||
|
):
|
||||||
track_target(current_target)
|
track_target(current_target)
|
||||||
is_attacking = true
|
is_attacking = true
|
||||||
attack_path.visible = true
|
attack_path.visible = true
|
||||||
@@ -37,19 +42,22 @@ func _process(delta: float) -> void:
|
|||||||
current_progress = clampf(current_progress, 0.0, 1.0)
|
current_progress = clampf(current_progress, 0.0, 1.0)
|
||||||
path_follow_2d.progress_ratio = current_progress
|
path_follow_2d.progress_ratio = current_progress
|
||||||
|
|
||||||
|
|
||||||
func reset_attack() -> void:
|
func reset_attack() -> void:
|
||||||
current_target = null
|
current_target = null
|
||||||
attack_path.visible = false
|
attack_path.visible = false
|
||||||
current_progress = 0.0
|
current_progress = 0.0
|
||||||
damaged_this_attack = []
|
damaged_this_attack = []
|
||||||
is_attacking = false
|
is_attacking = false
|
||||||
position = Vector2.ZERO
|
position = Vector2.ZERO
|
||||||
rotation = 0.0
|
rotation = 0.0
|
||||||
|
|
||||||
|
|
||||||
func set_target(body: Node2D):
|
func set_target(body: Node2D):
|
||||||
current_target = body
|
current_target = body
|
||||||
is_attacking = true
|
is_attacking = true
|
||||||
|
|
||||||
|
|
||||||
func track_target(body: Node2D):
|
func track_target(body: Node2D):
|
||||||
var mid_distance = attack_path.curve.get_baked_length() / 2
|
var mid_distance = attack_path.curve.get_baked_length() / 2
|
||||||
var mid_point: Vector2 = attack_path.curve.sample_baked(mid_distance)
|
var mid_point: Vector2 = attack_path.curve.sample_baked(mid_distance)
|
||||||
@@ -57,13 +65,16 @@ func track_target(body: Node2D):
|
|||||||
|
|
||||||
var desired_dir = (body.global_position - to_global(mid_point)).normalized()
|
var desired_dir = (body.global_position - to_global(mid_point)).normalized()
|
||||||
var start_point_global = attack_path.to_global(attack_path.curve.sample_baked(0))
|
var start_point_global = attack_path.to_global(attack_path.curve.sample_baked(0))
|
||||||
var end_point_global = attack_path.to_global(attack_path.curve.sample_baked(attack_path.curve.get_baked_length()))
|
var end_point_global = attack_path.to_global(
|
||||||
|
attack_path.curve.sample_baked(attack_path.curve.get_baked_length())
|
||||||
|
)
|
||||||
var curve_dir = (start_point_global - end_point_global).normalized()
|
var curve_dir = (start_point_global - end_point_global).normalized()
|
||||||
var angle_diff = curve_dir.angle_to(desired_dir)
|
var angle_diff = curve_dir.angle_to(desired_dir)
|
||||||
if rotation == 0.0:
|
if rotation == 0.0:
|
||||||
rotation = curve_dir.angle_to(desired_dir)
|
rotation = curve_dir.angle_to(desired_dir)
|
||||||
position += offset
|
position += offset
|
||||||
|
|
||||||
|
|
||||||
func _on_timer_timeout() -> void:
|
func _on_timer_timeout() -> void:
|
||||||
if current_target:
|
if current_target:
|
||||||
if trigger_area.has_overlapping_areas():
|
if trigger_area.has_overlapping_areas():
|
||||||
@@ -75,6 +86,7 @@ func _on_timer_timeout() -> void:
|
|||||||
if body.is_in_group(GlobalConst.GROUP_ENEMY):
|
if body.is_in_group(GlobalConst.GROUP_ENEMY):
|
||||||
set_target(body)
|
set_target(body)
|
||||||
|
|
||||||
|
|
||||||
func _on_attack_area_body_entered(body: Node2D) -> void:
|
func _on_attack_area_body_entered(body: Node2D) -> void:
|
||||||
if not attack_path.visible:
|
if not attack_path.visible:
|
||||||
return
|
return
|
||||||
|
@@ -11,6 +11,7 @@ const COLOR_CRIT = Color.GOLD
|
|||||||
const COLOR_REGULAR = Color.WHITE
|
const COLOR_REGULAR = Color.WHITE
|
||||||
const COLOR_PLAYER = Color.CRIMSON
|
const COLOR_PLAYER = Color.CRIMSON
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
if !player_damage:
|
if !player_damage:
|
||||||
label.add_theme_color_override("font_color", COLOR_PLAYER)
|
label.add_theme_color_override("font_color", COLOR_PLAYER)
|
||||||
@@ -21,5 +22,6 @@ func _ready() -> void:
|
|||||||
animation_player.play("normal_damage")
|
animation_player.play("normal_damage")
|
||||||
animation_player.animation_finished.connect(_on_animation_finished)
|
animation_player.animation_finished.connect(_on_animation_finished)
|
||||||
|
|
||||||
|
|
||||||
func _on_animation_finished(_name: String):
|
func _on_animation_finished(_name: String):
|
||||||
queue_free()
|
queue_free()
|
||||||
|
@@ -15,12 +15,14 @@ var max_health: float
|
|||||||
var god_mode: bool = false
|
var god_mode: bool = false
|
||||||
var is_dead: bool = false
|
var is_dead: bool = false
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
move_speed = default_move_speed
|
move_speed = default_move_speed
|
||||||
max_health = default_max_health
|
max_health = default_max_health
|
||||||
health = max_health
|
health = max_health
|
||||||
GlobalConst.sig_debug_enemy_god_mode.connect(enemy_god_mode_toggle)
|
GlobalConst.sig_debug_enemy_god_mode.connect(enemy_god_mode_toggle)
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
if target:
|
if target:
|
||||||
var direction = global_position.direction_to(target.global_position)
|
var direction = global_position.direction_to(target.global_position)
|
||||||
@@ -31,6 +33,7 @@ func _physics_process(delta: float) -> void:
|
|||||||
else:
|
else:
|
||||||
deal_damage()
|
deal_damage()
|
||||||
|
|
||||||
|
|
||||||
func take_damage(value: float):
|
func take_damage(value: float):
|
||||||
if god_mode:
|
if god_mode:
|
||||||
return
|
return
|
||||||
@@ -41,12 +44,14 @@ func take_damage(value: float):
|
|||||||
if health <= 0:
|
if health <= 0:
|
||||||
die()
|
die()
|
||||||
|
|
||||||
|
|
||||||
func deal_damage():
|
func deal_damage():
|
||||||
if target.is_in_group("damagable"):
|
if target.is_in_group("damagable"):
|
||||||
if contact_damage_cd.is_stopped():
|
if contact_damage_cd.is_stopped():
|
||||||
target.take_damage(default_contact_damage)
|
target.take_damage(default_contact_damage)
|
||||||
contact_damage_cd.start()
|
contact_damage_cd.start()
|
||||||
|
|
||||||
|
|
||||||
func die():
|
func die():
|
||||||
if is_dead:
|
if is_dead:
|
||||||
return
|
return
|
||||||
@@ -56,13 +61,16 @@ func die():
|
|||||||
animation_player.play("die")
|
animation_player.play("die")
|
||||||
animation_player.animation_finished.connect(_on_die_anim_finished)
|
animation_player.animation_finished.connect(_on_die_anim_finished)
|
||||||
|
|
||||||
|
|
||||||
func cheer_anim():
|
func cheer_anim():
|
||||||
if not animation_player.is_playing():
|
if not animation_player.is_playing():
|
||||||
animation_player.play("jump")
|
animation_player.play("jump")
|
||||||
|
|
||||||
|
|
||||||
func enemy_god_mode_toggle(toggle_on: bool) -> void:
|
func enemy_god_mode_toggle(toggle_on: bool) -> void:
|
||||||
god_mode = toggle_on
|
god_mode = toggle_on
|
||||||
|
|
||||||
|
|
||||||
func _on_die_anim_finished(name: String):
|
func _on_die_anim_finished(name: String):
|
||||||
visible = false
|
visible = false
|
||||||
queue_free()
|
queue_free()
|
||||||
|
@@ -2,9 +2,11 @@ extends Node2D
|
|||||||
@onready var main_ui: MainUI = $MainUI
|
@onready var main_ui: MainUI = $MainUI
|
||||||
@onready var main_camera: Camera2D = $MainCamera
|
@onready var main_camera: Camera2D = $MainCamera
|
||||||
|
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
GlobalConst.sig_debug_camera_zoom.connect(debug_zoom)
|
GlobalConst.sig_debug_camera_zoom.connect(debug_zoom)
|
||||||
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
if event.is_action_pressed("ui_cancel"):
|
if event.is_action_pressed("ui_cancel"):
|
||||||
print_debug("pause")
|
print_debug("pause")
|
||||||
@@ -12,6 +14,7 @@ func _unhandled_input(event: InputEvent) -> void:
|
|||||||
if event.is_action_pressed("debug_menu"):
|
if event.is_action_pressed("debug_menu"):
|
||||||
main_ui.debug_ui.toggle()
|
main_ui.debug_ui.toggle()
|
||||||
|
|
||||||
|
|
||||||
func debug_zoom(toggled_on: bool):
|
func debug_zoom(toggled_on: bool):
|
||||||
if toggled_on:
|
if toggled_on:
|
||||||
main_camera.zoom = Vector2(1, 1)
|
main_camera.zoom = Vector2(1, 1)
|
||||||
|
@@ -6,32 +6,40 @@ extends Control
|
|||||||
|
|
||||||
var debug_stats: Dictionary = {}
|
var debug_stats: Dictionary = {}
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
stats_container.visible = false
|
stats_container.visible = false
|
||||||
panel_container.visible = false
|
panel_container.visible = false
|
||||||
GlobalConst.sig_debug_stats_set.connect(set_debug_stat)
|
GlobalConst.sig_debug_stats_set.connect(set_debug_stat)
|
||||||
|
|
||||||
|
|
||||||
func toggle():
|
func toggle():
|
||||||
panel_container.visible = !panel_container.visible
|
panel_container.visible = !panel_container.visible
|
||||||
|
|
||||||
|
|
||||||
func _on_zoom_check_toggled(toggled_on: bool) -> void:
|
func _on_zoom_check_toggled(toggled_on: bool) -> void:
|
||||||
GlobalConst.sig_debug_camera_zoom.emit(toggled_on)
|
GlobalConst.sig_debug_camera_zoom.emit(toggled_on)
|
||||||
|
|
||||||
|
|
||||||
func _on_god_mode_check_toggled(toggled_on: bool) -> void:
|
func _on_god_mode_check_toggled(toggled_on: bool) -> void:
|
||||||
GlobalConst.sig_debug_god_mode.emit(toggled_on)
|
GlobalConst.sig_debug_god_mode.emit(toggled_on)
|
||||||
|
|
||||||
|
|
||||||
func _on_enemy_god_mode_check_toggled(toggled_on: bool) -> void:
|
func _on_enemy_god_mode_check_toggled(toggled_on: bool) -> void:
|
||||||
GlobalConst.sig_debug_enemy_god_mode.emit(toggled_on)
|
GlobalConst.sig_debug_enemy_god_mode.emit(toggled_on)
|
||||||
|
|
||||||
|
|
||||||
func _on_stats_check_toggled(toggled_on: bool) -> void:
|
func _on_stats_check_toggled(toggled_on: bool) -> void:
|
||||||
stats_container.visible = toggled_on
|
stats_container.visible = toggled_on
|
||||||
|
|
||||||
|
|
||||||
func set_debug_stat(key: String, value: String):
|
func set_debug_stat(key: String, value: String):
|
||||||
if key == "":
|
if key == "":
|
||||||
debug_stats.erase(key)
|
debug_stats.erase(key)
|
||||||
debug_stats[key] = value
|
debug_stats[key] = value
|
||||||
update_debug_stats()
|
update_debug_stats()
|
||||||
|
|
||||||
|
|
||||||
func update_debug_stats() -> void:
|
func update_debug_stats() -> void:
|
||||||
for child in stats_container.get_children():
|
for child in stats_container.get_children():
|
||||||
child.queue_free()
|
child.queue_free()
|
||||||
|
@@ -9,6 +9,7 @@ extends Node2D
|
|||||||
|
|
||||||
var enemy_scene = preload("res://scenes/enemies/enemy.tscn")
|
var enemy_scene = preload("res://scenes/enemies/enemy.tscn")
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
timer.wait_time = spawn_rate / 1
|
timer.wait_time = spawn_rate / 1
|
||||||
timer.start()
|
timer.start()
|
||||||
@@ -24,6 +25,7 @@ func _on_timer_timeout() -> void:
|
|||||||
new_enemy.target = target
|
new_enemy.target = target
|
||||||
add_child(new_enemy)
|
add_child(new_enemy)
|
||||||
|
|
||||||
|
|
||||||
func _on_stop_spawning(val: bool):
|
func _on_stop_spawning(val: bool):
|
||||||
if val:
|
if val:
|
||||||
timer.stop()
|
timer.stop()
|
||||||
|
@@ -5,6 +5,7 @@ extends Control
|
|||||||
@onready var player_ui: PlayerUI = $CanvasLayer/PlayerUI
|
@onready var player_ui: PlayerUI = $CanvasLayer/PlayerUI
|
||||||
@onready var debug_ui: DebugUI = $CanvasLayer/DebugUI
|
@onready var debug_ui: DebugUI = $CanvasLayer/DebugUI
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
pause_ui.visible = false
|
pause_ui.visible = false
|
||||||
player_ui.visible = true
|
player_ui.visible = true
|
||||||
|
@@ -1,9 +1,11 @@
|
|||||||
class_name PauseUI
|
class_name PauseUI
|
||||||
extends Control
|
extends Control
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
|
|
||||||
func toggle_pause_ui() -> void:
|
func toggle_pause_ui() -> void:
|
||||||
if visible:
|
if visible:
|
||||||
visible = false
|
visible = false
|
||||||
@@ -18,7 +20,7 @@ func _on_resume_button_pressed() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _on_options_button_pressed() -> void:
|
func _on_options_button_pressed() -> void:
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
|
|
||||||
|
|
||||||
func _on_exit_button_pressed() -> void:
|
func _on_exit_button_pressed() -> void:
|
||||||
@@ -26,4 +28,4 @@ func _on_exit_button_pressed() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _on_new_game_btuton_pressed() -> void:
|
func _on_new_game_btuton_pressed() -> void:
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
|
@@ -3,5 +3,6 @@ extends Control
|
|||||||
|
|
||||||
@onready var hp_bar: ProgressBar = $CenterContainer/ProgressBar
|
@onready var hp_bar: ProgressBar = $CenterContainer/ProgressBar
|
||||||
|
|
||||||
|
|
||||||
func set_hp(value: float):
|
func set_hp(value: float):
|
||||||
hp_bar.value = value
|
hp_bar.value = value
|
||||||
|
@@ -14,6 +14,7 @@ var dead: bool = false
|
|||||||
var death_anim_done: bool = false
|
var death_anim_done: bool = false
|
||||||
var god_mode: bool = false
|
var god_mode: bool = false
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
camera.position = global_position
|
camera.position = global_position
|
||||||
movement_speed = default_movement_speed
|
movement_speed = default_movement_speed
|
||||||
@@ -22,6 +23,7 @@ func _ready() -> void:
|
|||||||
main_ui.player_ui.set_hp(100)
|
main_ui.player_ui.set_hp(100)
|
||||||
GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
|
GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
if dead:
|
if dead:
|
||||||
return
|
return
|
||||||
@@ -29,12 +31,14 @@ func _physics_process(delta: float) -> void:
|
|||||||
velocity = input_direction * movement_speed
|
velocity = input_direction * movement_speed
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
camera.position_smoothing_enabled = true
|
camera.position_smoothing_enabled = true
|
||||||
camera.position = global_position
|
camera.position = global_position
|
||||||
if dead and !death_anim_done:
|
if dead and !death_anim_done:
|
||||||
death_animation(delta)
|
death_animation(delta)
|
||||||
|
|
||||||
|
|
||||||
func take_damage(value: float) -> void:
|
func take_damage(value: float) -> void:
|
||||||
if dead or god_mode:
|
if dead or god_mode:
|
||||||
return
|
return
|
||||||
@@ -48,6 +52,7 @@ func take_damage(value: float) -> void:
|
|||||||
if health <= 0:
|
if health <= 0:
|
||||||
die()
|
die()
|
||||||
|
|
||||||
|
|
||||||
func die():
|
func die():
|
||||||
dead = true
|
dead = true
|
||||||
remove_from_group("damagable")
|
remove_from_group("damagable")
|
||||||
@@ -56,14 +61,16 @@ func die():
|
|||||||
sprite_2d.z_index += 10
|
sprite_2d.z_index += 10
|
||||||
get_taunted()
|
get_taunted()
|
||||||
|
|
||||||
|
|
||||||
func death_animation(delta: float):
|
func death_animation(delta: float):
|
||||||
# Engine.time_scale = clampf(lerpf(Engine.time_scale, 0.25, 0.5), 0.25, 0.9*delta)
|
# Engine.time_scale = clampf(lerpf(Engine.time_scale, 0.25, 0.5), 0.25, 0.9*delta)
|
||||||
camera.zoom = lerp(camera.zoom, Vector2(8,8), 0.99*delta)
|
camera.zoom = lerp(camera.zoom, Vector2(8, 8), 0.99 * delta)
|
||||||
rotation_degrees = lerpf(rotation_degrees, 90, 0.99*delta)
|
rotation_degrees = lerpf(rotation_degrees, 90, 0.99 * delta)
|
||||||
if rotation_degrees > 88:
|
if rotation_degrees > 88:
|
||||||
main_ui.pause_ui.toggle_pause_ui()
|
main_ui.pause_ui.toggle_pause_ui()
|
||||||
death_anim_done = true
|
death_anim_done = true
|
||||||
|
|
||||||
|
|
||||||
func get_taunted():
|
func get_taunted():
|
||||||
var taunting_enemies: Array[Enemy] = []
|
var taunting_enemies: Array[Enemy] = []
|
||||||
for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
|
for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
|
||||||
@@ -84,4 +91,3 @@ func get_taunted():
|
|||||||
|
|
||||||
func toggle_god_mode(value: bool):
|
func toggle_god_mode(value: bool):
|
||||||
god_mode = value
|
god_mode = value
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user