chore: gdformat bleed changes
This commit is contained in:
@@ -3,5 +3,6 @@ extends Resource
|
|||||||
|
|
||||||
var enemy: EnemyBase
|
var enemy: EnemyBase
|
||||||
|
|
||||||
|
|
||||||
func apply(enemy: EnemyBase) -> void:
|
func apply(enemy: EnemyBase) -> void:
|
||||||
push_error("%s does not implement apply" % self)
|
push_error("%s does not implement apply" % self)
|
||||||
|
@@ -11,10 +11,12 @@ var _enemy: EnemyBase
|
|||||||
|
|
||||||
const PUDDLE = preload("res://scenes/puddle.tscn")
|
const PUDDLE = preload("res://scenes/puddle.tscn")
|
||||||
|
|
||||||
|
|
||||||
func _init(enemy: EnemyBase, bleed_damage: float, duration: float):
|
func _init(enemy: EnemyBase, bleed_damage: float, duration: float):
|
||||||
damage = bleed_damage
|
damage = bleed_damage
|
||||||
_timer = Timer.new()
|
_timer = Timer.new()
|
||||||
|
|
||||||
|
|
||||||
func apply(enemy: EnemyBase) -> void:
|
func apply(enemy: EnemyBase) -> void:
|
||||||
enemy.effects.append(self)
|
enemy.effects.append(self)
|
||||||
while _remaining_ticks > 0:
|
while _remaining_ticks > 0:
|
||||||
@@ -26,5 +28,6 @@ func apply(enemy: EnemyBase) -> void:
|
|||||||
p.global_position = enemy.global_position
|
p.global_position = enemy.global_position
|
||||||
enemy.effects.erase(self)
|
enemy.effects.erase(self)
|
||||||
|
|
||||||
|
|
||||||
static func _is_bleeding(enemy: EnemyBase) -> bool:
|
static func _is_bleeding(enemy: EnemyBase) -> bool:
|
||||||
return false
|
return false
|
||||||
|
@@ -20,7 +20,6 @@ var modifiers: Array[EnemyMod] = []
|
|||||||
@onready var label: Label = $HBoxContainer/Label
|
@onready var label: Label = $HBoxContainer/Label
|
||||||
@onready var effect_container: HBoxContainer = $HBoxContainer/EffectContainer
|
@onready var effect_container: HBoxContainer = $HBoxContainer/EffectContainer
|
||||||
|
|
||||||
|
|
||||||
var player: Player
|
var player: Player
|
||||||
var enemy_name: String
|
var enemy_name: String
|
||||||
var target: Node2D
|
var target: Node2D
|
||||||
@@ -34,6 +33,7 @@ var _path_update_timer: float = 0.0
|
|||||||
var _compute_cache: KeyedCache = KeyedCache.new()
|
var _compute_cache: KeyedCache = KeyedCache.new()
|
||||||
var _effects_visible = []
|
var _effects_visible = []
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
enemy_name = _gen_name()
|
enemy_name = _gen_name()
|
||||||
match enemy_rarity:
|
match enemy_rarity:
|
||||||
@@ -67,6 +67,7 @@ func _find_player():
|
|||||||
func _gen_name() -> String:
|
func _gen_name() -> String:
|
||||||
return "Unnamed enemy"
|
return "Unnamed enemy"
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
for effect in effects:
|
for effect in effects:
|
||||||
if effect in _effects_visible:
|
if effect in _effects_visible:
|
||||||
|
@@ -31,7 +31,6 @@ func _ready() -> void:
|
|||||||
add_child(weapon)
|
add_child(weapon)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
if dead:
|
if dead:
|
||||||
return
|
return
|
||||||
|
@@ -4,6 +4,7 @@ extends Node2D
|
|||||||
@export var color: Color = Color.CRIMSON
|
@export var color: Color = Color.CRIMSON
|
||||||
@onready var base: Sprite2D = $Base
|
@onready var base: Sprite2D = $Base
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
var player: Player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
|
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 = preload("res://assets/shaders/base_color_tint.gdshader")
|
||||||
|
@@ -25,9 +25,11 @@ enum WeaponTag {
|
|||||||
|
|
||||||
var _player: Player
|
var _player: Player
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
|
_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
|
||||||
|
|
||||||
|
|
||||||
func _on_attack_cd_timer_timeout() -> void:
|
func _on_attack_cd_timer_timeout() -> void:
|
||||||
do_attack()
|
do_attack()
|
||||||
|
|
||||||
@@ -87,15 +89,18 @@ func has_property(key: String) -> bool:
|
|||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
|
|
||||||
func did_crit() -> bool:
|
func did_crit() -> bool:
|
||||||
var weapon_crit = get_calculated("attack_crit_chance")
|
var weapon_crit = get_calculated("attack_crit_chance")
|
||||||
var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
|
var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
|
||||||
|
|
||||||
return randf() >= 1 - weapon_crit + player_crit
|
return randf() >= 1 - weapon_crit + player_crit
|
||||||
|
|
||||||
|
|
||||||
func did_bleed() -> bool:
|
func did_bleed() -> bool:
|
||||||
return randf() >= 1 - bleed_chance
|
return randf() >= 1 - bleed_chance
|
||||||
|
|
||||||
|
|
||||||
func base_damage() -> Array[Variant]:
|
func base_damage() -> Array[Variant]:
|
||||||
var damage = get_calculated("attack_damage")
|
var damage = get_calculated("attack_damage")
|
||||||
var is_crit := did_crit()
|
var is_crit := did_crit()
|
||||||
|
@@ -9,8 +9,6 @@ const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_proje
|
|||||||
signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
|
signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
bleed_chance = 0.2
|
bleed_chance = 0.2
|
||||||
targeting_range_shape.shape.radius = attack_range
|
targeting_range_shape.shape.radius = attack_range
|
||||||
|
Reference in New Issue
Block a user