game: add weapon active ability

This commit is contained in:
2025-08-21 05:52:40 +02:00
parent 8f02850a73
commit a0d121fadc
7 changed files with 49 additions and 11 deletions

View File

@@ -7,6 +7,7 @@ extends Node2D
@export var attack_duration: float
@export var attack_range: float
@onready var active_cd_timer: Timer = $ActiveCDTimer
func _on_attack_cd_timer_timeout() -> void:
do_attack()
@@ -15,6 +16,15 @@ func _on_attack_cd_timer_timeout() -> void:
func do_attack() -> void:
push_error("%s does not implement do_attack" % self)
func do_active() -> void:
if not active_cd_timer.is_stopped():
return
active_cd_timer.start()
_do_active()
func _do_active() -> void:
push_error("%s does not implement do_active" % self)
func find_target_in_radius() -> EnemyBase:
var space_state: PhysicsDirectSpaceState2D = get_world_2d().direct_space_state

View File

@@ -8,4 +8,7 @@ script = ExtResource("1_v4xn6")
[node name="AttackCDTimer" type="Timer" parent="."]
autostart = true
[node name="ActiveCDTimer" type="Timer" parent="."]
one_shot = true
[connection signal="timeout" from="AttackCDTimer" to="." method="_on_attack_cd_timer_timeout"]

View File

@@ -23,20 +23,32 @@ func do_attack() -> void:
return
var projectile = WEAPON_SWORD_PROJECTILE.instantiate()
projectile.damage = attack_damage
projectile.target = target
projectile.on_hit_sig = projectile_hit
add_child(projectile)
func _do_active() -> void:
var radius = targeting_range_shape.shape.radius
var count = 15
for i in count:
var angle = TAU * float(i) / float(count)
var target_pos = Vector2(cos(angle), sin(angle)) * radius
var new_target := Marker2D.new()
new_target.global_position = global_position + target_pos
var projectile = WEAPON_SWORD_PROJECTILE.instantiate()
projectile.damage_mult = 3.0
projectile.target = new_target
projectile.on_hit_sig = projectile_hit
add_child(projectile)
func deal_damage(enemy: EnemyBase):
func deal_damage(enemy: EnemyBase, damage_mult: float):
var crit_chance = _player.player_stats.get_final("crit_chance", _player.modifiers)
var damage_dealt = attack_damage
var damage_dealt = attack_damage * damage_mult
var is_crit = randf() >= 1 - crit_chance
if is_crit:
damage_dealt *= _player.player_stats.get_final("crit_multiplier", _player.modifiers)
enemy.take_damage(damage_dealt, is_crit)
func _on_projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase):
deal_damage(enemy)
func _on_projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase, damage_mult: float):
deal_damage(enemy, damage_mult)

View File

@@ -4,7 +4,7 @@ extends Node2D
@export var speed: float = 500.0
@export var range: float = 200.0
@export var target: Node2D
@export var damage: float
@export var damage_mult: float = 1.0
@export var on_hit_sig: Signal
var _direction: Vector2
@@ -36,5 +36,5 @@ func _physics_process(delta: float) -> void:
func _on_area_2d_body_entered(body: Node2D) -> void:
if body in _already_hit:
return
on_hit_sig.emit(self, body)
on_hit_sig.emit(self, body, damage_mult)
_already_hit.append(body)