working hand

This commit is contained in:
SondreElg
2025-10-05 10:00:07 +02:00
parent c6c873da9d
commit 1315163cd3
5 changed files with 68 additions and 64 deletions

View File

@@ -6,16 +6,15 @@ enum MoveState {Still, Moving, Dashing, Knockback}
@export var speed = 200 # How fast the player will move (pixels/sec).
@export var dash_cooldown = 0.3
@export var hand_size = 3
@onready var camera: Camera2D = %PlayerCamera
@onready var sprite: AnimatedSprite2D = $PlayerSprite
@onready var hand: Control = %Hand;
var shield_active = true;
var move_direction = Vector2.ZERO;
var target = Vector2.ZERO # The position of the player's cursor.
@export var hand: Control;
var screen_size # Size of the game window.
var action_state = ActionState.None
@@ -65,27 +64,14 @@ func charge():
charge_level = max(charge_level - charge_rate * 2, 0);
func dash():
var card = hand.get_active_card();
if not card or dash_on_cooldown:
if dash_on_cooldown:
return;
hand.discard(self); # Must set move_state at start and end of dash
hand.discard(); # Must set move_state at start and end of dash
dash_on_cooldown = true;
func draw_card():
#if drawpile.size() == 0:
#shuffle_deck();
#if drawpile.size() > 0 and hand.size() < hand_size:
#var card = drawpile.pop_back();
#hand.append(card);
#if active_card_index == -1:
#active_card_index = 0;
pass
func _ready():
screen_size = get_viewport_rect().size
#while (hand.size() < hand_size and drawpile.size() > 0):
#draw_card();
func _process(delta):
update_target_coords();