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

@@ -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