the damage system refactor!
killing is now done based on groups, the same way enemies already killed the player. these groups go on the entity's hitbox, not the entity itself. enemies' hitboxes have all been put in "enemy_hitbox" the arrow_projectile has a variable for the target group, so it could easily be simply set to "player" for arrows shot by enemies blocking is also done with groups. any hitbox with "blocks_arrow" will block arrows, same with "blocks_sword" and "blocks_squash"
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14 changed files with 102 additions and 66 deletions
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@ -1,16 +1,24 @@
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extends Node2D
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onready var cull_edge = Vector2(5 * scale.x,0) #Edge to check culling, if this edge is offscreen, delete the arrow
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export var speed = 240.0
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# group to kill
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var target_group = "enemy_hitbox"
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# direction to fly
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var direction = 1.0
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#Edge to check culling, if this edge is offscreen, delete the arrow
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onready var cull_edge = Vector2(5 * direction,0)
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onready var player = get_parent().get_node("Player")
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onready var initial_sector = Game.get_sector(player.global_position)
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func _ready():
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#Flip depending on player facing
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scale.x = player.sprite.scale.x
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#Flip depending on direction
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scale.x = direction
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func _physics_process(delta):
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#Move in flip direction
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position.x += 4 * scale.x
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#Move in right direction
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position.x += speed * direction * delta
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#Delete when offscreen
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if Game.get_sector(global_position + cull_edge) != initial_sector:
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queue_free()
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@ -22,10 +30,24 @@ func _exit_tree():
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particles.global_position = global_position
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particles.emitting = false
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get_parent().add_child(particles)
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particles.get_node("DeathTimer").start()
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get_tree().create_timer(particles.lifetime, false).connect("timeout", particles, "queue_free")
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#Wall Collision
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func _on_Area2D_body_entered(body):
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func _on_Hitbox_body_entered(body):
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if body is TileMap or body is StaticBody2D:
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queue_free()
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# kill entity if in target group
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func _on_Hitbox_area_entered(area):
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# block if collided area is in "blocks_arrow" group
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if area.is_in_group(target_group):
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var target = area.get_parent()
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# create block text and return if blocked
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if area.is_in_group("blocks_arrow"):
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var pos = target.global_position
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Game.instance_node(Game.block_text, pos.x, pos.y, target.get_parent())
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else:
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# kill targeted node
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target.die()
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Game.arrows = max(0, Game.arrows - 1) # clamp arrows above 0
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queue_free()
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