working hand, timers on (most) cards, katana follows activator

This commit is contained in:
SondreElg
2025-10-05 11:50:56 +02:00
parent a1c632b560
commit 7a5eb98be3
7 changed files with 174 additions and 45 deletions

View File

@@ -19,10 +19,9 @@ func activate(world, activator):
for behavior in $Behaviors.get_children():
behavior.activate(world, activator)
func discard(world, activator):
func discard(world, activator, do_ability):
for behavior in $Behaviors.get_children():
behavior.discard(world, activator)
behavior.ammo = behavior.max_ammo
behavior.discard(world, activator, do_ability)
func get_ammo():
for behavior in $Behaviors.get_children():

View File

@@ -7,7 +7,9 @@
size = Vector2(226, 168)
[node name="CursorBullet" type="Area2D"]
scale = Vector2(0.1, 0.1)
script = ExtResource("1_ln2dr")
speed = 2000
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_g08wh")

View File

@@ -1,23 +1,54 @@
extends Node
@export var CursorBullet: PackedScene = preload("res://CardInjects/CursorGun/cursor_bullet.tscn")
@export var max_range = 50
@export var min_range = 50
@export var max_ammo = 30
@export var cast_time = 0.05
@export var cooldown_time = 0.1
var ammo = max_ammo
var cast_timer: Timer = Timer.new()
var cooldown_timer: Timer = Timer.new()
func _ready():
add_child(cast_timer)
cast_timer.wait_time = cast_time
cast_timer.one_shot = true
add_child(cooldown_timer)
cooldown_timer.wait_time = cooldown_time
cooldown_timer.one_shot = true
func activate(world, activator):
var target: Vector2 = activator.get_target_pos()
if cooldown_timer.time_left:
return
var target = activator.get_target_pos()
var position = activator.position
position += position.direction_to(target) \
* clamp(position.distance_to(target), min_range, max_range)
cast_timer.timeout.connect(_activate.bind(world, activator, position), CONNECT_ONE_SHOT)
cast_timer.start()
cooldown_timer.start()
func _activate(world, activator, position):
var bullet = CursorBullet.instantiate()
world.add_child(bullet)
bullet.position = activator.position
bullet.look_at(target)
bullet.position = position
bullet.look_at(activator.get_target_pos())
if activator.get_collision_layer_value(1): # player object
bullet.set_collision_layer_value (1, false)
bullet.set_collision_layer_value(2, true)
ammo -= 1
elif activator.get_collision_layer_value(2): # enemy object
bullet.set_collision_layer_value(1, true)
bullet.set_collision_layer_value(2, false)
else:
assert(false, "who are you, activator?")
func discard(world, activator):
pass
func discard(world, activator, do_ability):
ammo = max_ammo
func get_ammo():
return ammo

View File

@@ -4,17 +4,41 @@ extends Node
@export var max_range = 70
@export var min_range = 50
@export var max_ammo = 5
@export var cast_time = 0.1
@export var cooldown_time = 0.3
var ammo = max_ammo
var cast_timer: Timer = Timer.new()
var cooldown_timer: Timer = Timer.new()
func _ready():
add_child(cast_timer)
cast_timer.wait_time = cast_time
cast_timer.one_shot = true
add_child(cooldown_timer)
cooldown_timer.wait_time = cooldown_time
cooldown_timer.one_shot = true
func activate(world, activator):
var firewall = FireWall.instantiate()
if not Input.is_action_just_pressed("play_card") or cooldown_timer.time_left:
return
var target = activator.get_target_pos()
firewall.position = activator.position
firewall.position += firewall.position.direction_to(target) \
* clamp(firewall.position.distance_to(target), min_range, max_range)
var position = activator.position
position += position.direction_to(target) \
* clamp(position.distance_to(target), min_range, max_range)
cast_timer.timeout.connect(_activate.bind(world, activator, position), CONNECT_ONE_SHOT)
cast_timer.start()
cooldown_timer.start()
func _activate(world, activator, position):
var firewall = FireWall.instantiate()
firewall.position = position
if activator.get_collision_layer_value(1): # player object
firewall.get_node("Area2D").set_collision_layer_value(1, false)
firewall.get_node("Area2D").set_collision_layer_value(2, true)
ammo -= 1
elif activator.get_collision_layer_value(2): # enemy object
firewall.get_node("Area2D").set_collision_layer_value(1, true)
firewall.get_node("Area2D").set_collision_layer_value(2, false)
@@ -23,5 +47,9 @@ func activate(world, activator):
world.add_child(firewall)
func discard(world, activator):
pass
func discard(world, activator, do_ability):
ammo = max_ammo
func get_ammo():
return ammo

View File

@@ -4,18 +4,45 @@ extends Node
@export var max_range = 50
@export var min_range = 50
@export var max_ammo = 20
@export var cast_time = 0.2
@export var cooldown_time = 0.5
var ammo = max_ammo
var cast_timer: Timer = Timer.new()
var cooldown_timer: Timer = Timer.new()
func _ready():
add_child(cast_timer)
cast_timer.wait_time = cast_time
cast_timer.one_shot = true
add_child(cooldown_timer)
cooldown_timer.wait_time = cooldown_time
cooldown_timer.one_shot = true
func activate(world, activator):
if cooldown_timer.time_left:
return
var target = activator.get_target_pos()
var position = activator.position
position = position.direction_to(target) \
* clamp(position.distance_to(target), min_range, max_range)
cast_timer.timeout.connect(_activate.bind(world, activator, position), CONNECT_ONE_SHOT)
cast_timer.start()
cooldown_timer.start()
func _activate(world, activator, position):
var katana = KatanaSlash.instantiate()
var target = activator.get_target_pos()
katana.position = activator.position
katana.position += katana.position.direction_to(target) \
* clamp(katana.position.distance_to(target), min_range, max_range)
activator.add_child(katana) # KatanaSlash might have to be detached later?
katana.position = position
katana.look_at(target)
if activator.get_collision_layer_value(1): # player object
katana.get_node("Area2D").set_collision_layer_value(1, false)
katana.get_node("Area2D").set_collision_layer_value(2, true)
ammo -= 1
elif activator.get_collision_layer_value(2): # enemy object
katana.get_node("Area2D").set_collision_layer_value(1, true)
katana.get_node("Area2D").set_collision_layer_value(2, false)
@@ -23,6 +50,8 @@ func activate(world, activator):
assert(false, "who are you, activator?")
world.add_child(katana)
func discard(world, activator, do_ability):
ammo = max_ammo
func discard(world, activator):
pass
func get_ammo():
return ammo

View File

@@ -4,17 +4,41 @@ extends Node
@export var max_range = 1500
@export var min_range = 15
@export var max_ammo = 5
@export var cast_time = 0.5
@export var cooldown_time = 1.0
var ammo = max_ammo
var cast_timer: Timer = Timer.new()
var cooldown_timer: Timer = Timer.new()
func _ready():
add_child(cast_timer)
cast_timer.wait_time = cast_time
cast_timer.one_shot = true
add_child(cooldown_timer)
cooldown_timer.wait_time = cooldown_time
cooldown_timer.one_shot = true
func activate(world, activator):
var mine = Mine.instantiate()
if not Input.is_action_just_pressed("play_card") or cooldown_timer.time_left:
return
var target = activator.get_target_pos()
mine.position = activator.position
mine.position += mine.position.direction_to(target) \
* clamp(mine.position.distance_to(target), min_range, max_range)
var position = activator.position
position += position.direction_to(target) \
* clamp(position.distance_to(target), min_range, max_range)
cast_timer.timeout.connect(_activate.bind(world, activator, position), CONNECT_ONE_SHOT)
cast_timer.start()
cooldown_timer.start()
func _activate(world, activator, position):
var mine = Mine.instantiate()
mine.position = position
if activator.get_collision_layer_value(1): # player object
mine.get_node("Area2D").set_collision_layer_value(1, false)
mine.get_node("Area2D").set_collision_layer_value(2, true)
ammo -= 1
elif activator.get_collision_layer_value(2): # enemy object
mine.get_node("Area2D").set_collision_layer_value(1, true)
mine.get_node("Area2D").set_collision_layer_value(2, false)
@@ -22,5 +46,8 @@ func activate(world, activator):
assert(false, "who are you, activator?")
world.add_child(mine)
func discard(world, activator):
pass
func discard(world, activator, do_ability):
ammo = max_ammo
func get_ammo():
return ammo

View File

@@ -8,7 +8,7 @@ extends Control
# preload("res://Cards/FirewallCard.tscn").instantiate(),
preload("res://Cards/CursorGunCard.tscn").instantiate(),
# preload("res://Cards/CursorGunCard.tscn").instantiate(),
preload("res://Cards/DashCard.tscn").instantiate(),
# preload("res://Cards/DashCard.tscn").instantiate(),
# preload("res://Cards/DashCard.tscn").instantiate(),
preload("res://Cards/MineCard.tscn").instantiate(),
# preload("res://Cards/MineCard.tscn").instantiate(),
@@ -16,6 +16,8 @@ extends Control
#preload("res://Cards/ShieldCard.tscn").instantiate(),
#preload("res://Cards/OverclockCard.tscn").instantiate(),
#preload("res://Cards/OverclockCard.tscn").instantiate(),
preload("res://Cards/KatanaCard.tscn").instantiate(),
# preload("res://Cards/KatanaCard.tscn").instantiate(),
]
var active_card_index = 0
@@ -24,7 +26,7 @@ var discard_pile = [];
func _ready() -> void:
drawpile.shuffle();
for i in range(hand_size - get_cards().size()):
for i in range(hand_size - get_held_cards().size()):
draw_card()
func _process(_delta):
@@ -40,49 +42,57 @@ func play_card():
if active_card_index >= 0 and active_card_index < slots.size():
var card = slots[active_card_index].get_node("Card")
card.activate(get_node(world), get_node(player));
print_debug("Played card %s with %s ammo remaining" % [card.title, card.get_ammo()])
# Auto-discard if out of ammo
if card.get_ammo() <= 0:
discard(false);
func discard(do_ability = true):
print_debug("Discarding card at index %s with name %s" % [active_card_index, get_cards().get(active_card_index).title])
var cards = get_cards();
if active_card_index >= 0 and active_card_index < cards.size():
var card = cards[active_card_index]
if do_ability:
card.discard(get_node(world), get_node(player))
card.discard(get_node(world), get_node(player), do_ability)
discard_pile.append(card)
card.get_parent().remove_child(card)
#active_card_index = min(active_card_index, hand.size() - 1);
draw_card();
func cycle_card(index_shift):
if get_cards().size() > 0:
active_card_index = (active_card_index + index_shift) % get_cards().size();
else:
draw_card();
var active_card_indices = get_held_cards().map(func(card): return card.get_parent().get_index())
print_debug("Active card indices: %s" % [active_card_indices])
if active_card_indices.size() > 0:
var result_index = active_card_index + index_shift
# Wrap around the result index within the hand size
if result_index < 0:
result_index += hand_size
elif result_index >= hand_size:
result_index -= hand_size
if result_index in active_card_indices:
active_card_index = result_index
else:
active_card_index = active_card_indices[0]
else:
push_warning("No active cards to cycle through!")
print_debug("Current active card index: %s" % [active_card_index])
func draw_card():
var held_card_count = get_cards().size()
var held_card_count = get_held_cards().size()
if held_card_count == 0:
shuffle_deck();
if drawpile.size() > 0 and held_card_count < hand_size:
for i in range(hand_size - held_card_count):
var card = drawpile.pop_back();
if active_card_index == -1:
active_card_index = 0;
var empty_slots = get_card_container().get_children().filter(func(slot): return not slot.has_method("get_node") or slot.get_node_or_null("Card") == null)
if empty_slots.size() > 0:
empty_slots[0].add_child(card)
else:
var first_filled_slot_index = -1
var slots = get_card_container().get_children()
for i in range(slots.size()):
if slots[i].has_method("get_node") and slots[i].get_node_or_null("Card") != null:
first_filled_slot_index = i
break
active_card_index = first_filled_slot_index
cycle_card(-1)
# TODO: Reboot mechanics
func shuffle_deck():
@@ -92,10 +102,13 @@ func shuffle_deck():
active_card_index = 0;
func get_cards() -> Array:
return get_card_container().get_children().map(func(c): return c.get_node_or_null("Card")).filter(func(c): return c != null)
return get_card_container().get_children().map(func(c): return c.get_node_or_null("Card"))
func get_held_cards() -> Array:
return get_cards().filter(func(c): return c != null)
func get_card_container():
return $HBoxContainer
func get_active_card():
return get_cards().get(active_card_index).get_node("Card")
return get_cards().get(active_card_index).get_node_or_null("Card")