bidirectional damage
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0f970b3d7a
commit
7eb094280f
12 changed files with 74 additions and 20 deletions
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@ -26,6 +26,7 @@ func _physics_process(delta):
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print("move down")
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func _input(event):
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if Global.cdialog.size() == 0:
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if Global.cdialog.size() != 0 && Global.live == 1:
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get_tree().root.remove_child(talk)
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Global.cdialog = []
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@ -26,6 +26,7 @@ func _physics_process(delta):
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print("move down")
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func _input(event):
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if Global.cdialog.size() == 0:
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if Global.cdialog.size() != 0 && Global.live == 1:
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get_tree().root.remove_child(talk)
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Global.cdialog = []
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@ -12,5 +12,6 @@ func _process(delta):
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pass
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func _input(event):
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if Global.cdialog.size() == 0:
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if Global.cdialog.size() != 0 && Global.live == 1:
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get_tree().root.remove_child(talk)
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Global.cdialog = []
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@ -132,6 +132,7 @@ func _pausemenu():
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get_tree().root.remove_child(pmenu)
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get_tree().root.add_child.call_deferred(bhud)
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ispaused = false
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pmenu = load("res://levels/ui/pause.tscn").instantiate()
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Global.live = 1
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func _exit():
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Global.exitgame = false
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@ -10,8 +10,8 @@ func _ready():
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cnf = $CanvasLayer/HBoxContainer/VBoxContainer/Cname
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chealthf = $CanvasLayer/HBoxContainer/VBoxContainer/HBoxContainer/Label2
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clevel = $CanvasLayer/HBoxContainer/VBoxContainer/HBoxContainer2/Label2
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_fetchdata()
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$CanvasLayer/HBoxContainer2/VBoxContainer2/Exit.grab_focus()
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_fetchdata()
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#pass # Replace with function body.
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@ -45,5 +45,4 @@ func _input(event):
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if isboss:
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Global.bossready = true
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Global.live = 1
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Global.cdialog = []
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press = false
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@ -25,7 +25,7 @@ func _on_body_entered(body):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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#Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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@ -37,7 +37,7 @@ func _on_body_entered(body):
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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#Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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@ -49,10 +49,19 @@ func _on_body_entered(body):
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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if body.weakness == speciality:
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print("weakness")
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if Global.cboss[1] > (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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Global.cboss[1] = 0
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else:
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if Global.cboss[1] > (attack):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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if body.weakness == speciality:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -37,7 +37,7 @@ func _on_body_entered(body):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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#Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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@ -49,7 +49,7 @@ func _on_body_entered(body):
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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#Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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@ -61,10 +61,19 @@ func _on_body_entered(body):
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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if body.weakness == speciality:
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print("weakness")
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if Global.cboss[1] >= (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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Global.cboss[1] = 0
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else:
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if Global.cboss[1] >= (attack):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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if body.weakness == speciality:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -2,6 +2,7 @@ extends Area2D
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var velocity: Vector2 = Vector2()
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var direction
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var speed = 100
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var speciality
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var btype
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var isvisible
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var attack
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@ -30,7 +31,7 @@ func _on_body_entered(body):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == 3:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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#Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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@ -42,7 +43,7 @@ func _on_body_entered(body):
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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#Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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@ -53,11 +54,20 @@ func _on_body_entered(body):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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elif body.is_in_group("boss") && Global.dificulty != 1 && Global.cboss[1] != null:
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if body.weakness == 3:
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print("weakness")
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if Global.cboss[1] >= (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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Global.cboss[1] = 0
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else:
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if Global.cboss[1] >= (attack):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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if body.weakness == 3:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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@ -4,6 +4,7 @@ var direction
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var speed = 100
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var btype
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var isvisible
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var speciality
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var attack
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var crit
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# Called when the node enters the scene tree for the first time.
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@ -30,7 +31,7 @@ func _on_body_entered(body):
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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Input.start_joy_vibration(0,0,1,3)
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#Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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@ -42,7 +43,7 @@ func _on_body_entered(body):
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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Input.start_joy_vibration(0,1,0,2)
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#Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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@ -56,6 +57,15 @@ func _on_body_entered(body):
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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if Global.cboss[1] >= (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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Global.cboss[1] = 0
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else:
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if Global.cboss[1] >= (attack):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == 0:
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print("weakness")
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@ -93,6 +93,7 @@ func shoot(angle):
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new_bullet.btype = "boss"
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new_bullet.attack = attack
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new_bullet.crit = crit
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new_bullet.speciality = 3
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get_parent().call_deferred("add_child",new_bullet)
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@ -8,10 +8,13 @@ var sprite
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var anim
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var speed
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var csprite
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var attack
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var crit
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var bpress = false
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var weakness
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var speciality
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func _ready():
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add_to_group("players")
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@ -72,6 +75,9 @@ func _input(event):
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bullet = load(Global.pbbullets[Global.party[Global.cpchar][0]])
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var new_pbullet = bullet.instantiate()
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new_pbullet.btype = "players"
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new_pbullet.attack = attack
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new_pbullet.crit = crit
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new_pbullet.speciality = speciality
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new_pbullet.velocity = Vector2(0, -speed).rotated(deg_to_rad(angle * 90))
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var rposition = Vector2(0, -96).rotated(deg_to_rad(angle * 90))
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if angle == 2:
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@ -86,10 +92,14 @@ func _input(event):
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func _charinit():
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if Global.debug:
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speed = Global.mstats[Global.dparty[Global.dcpchar][0]][6]
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attack = Global.mstats[Global.dparty[Global.dcpchar][0]][2]
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crit = Global.mstats[Global.dparty[Global.dcpchar][0]][3]
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#print(Global.dparty[Global.dcpchar][0])
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#print(speed)
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else:
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speed = Global.mstats[Global.party[Global.cpchar][0]][6]
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attack = Global.mstats[Global.party[Global.cpchar][0]][2]
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crit = Global.mstats[Global.party[Global.cpchar][0]][3]
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#print(Global.dparty[Global.cpchar][0])
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#print(speed)
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_charswitch()
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@ -105,6 +115,7 @@ func _charswitch():
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csprite = Global.dcpchar
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sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar][0]][Global.dparty[Global.dcpchar][1]])
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weakness = Global.specialities[Global.pcspecialities[Global.dparty[Global.dcpchar][0]]]
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speciality = Global.pcspecialities[Global.dparty[Global.dcpchar][0]]
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print(Global.dparty[Global.dcpchar][0])
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print(speed)
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else:
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@ -117,3 +128,4 @@ func _charswitch():
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csprite = Global.cpchar
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sprite.texture = load(Global.pchars[Global.party[Global.cpchar][0]][Global.party[Global.cpchar][1]])
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weakness = Global.specialities[Global.pcspecialities[Global.party[Global.cpchar][0]]]
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speciality = Global.pcspecialities[Global.party[Global.cpchar][0]]
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