damage on cursor bullet

This commit is contained in:
SondreElg
2025-10-05 13:21:32 +02:00
parent 34843470c4
commit ebd9ccad8c
11 changed files with 102 additions and 51 deletions

View File

@@ -6,12 +6,21 @@ extends Area2D
func _physics_process(delta):
var direction = Vector2.RIGHT.rotated(self.rotation)
self.position += direction * speed * delta
func _on_body_entered(body):
if body.is_in_group("mobs"):
body.take_hit()
func _on_area_entered(area: Area2D) -> void:
if self.get_parent().is_in_group("Virus"):
# Prevent friendly fire
return
print_debug("Cursor bullet hit %s" % area.name)
var area_parent = area.get_parent()
if (area_parent.is_in_group("Virus")):
area_parent.take_hit(1, self.position.direction_to(area.position) * 200, 1)
self.queue_free()
func _on_body_entered(body):
print_debug("Cursor bullet hit %s" % body.name)
body.take_hit(1, self.position.direction_to(body.position) * 200, 1)
self.queue_free()
func _on_timer_timeout() -> void:
self.queue_free()

View File

@@ -8,6 +8,8 @@ size = Vector2(226, 168)
[node name="CursorBullet" type="Area2D"]
scale = Vector2(0.1, 0.1)
collision_layer = 31
collision_mask = 31
script = ExtResource("1_ln2dr")
speed = 2000
@@ -23,5 +25,6 @@ wait_time = 5.0
one_shot = true
autostart = true
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

View File

@@ -25,16 +25,17 @@ func activate(world, activator):
var target = activator.get_target_pos()
var position = activator.position
position += position.direction_to(target) \
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):
func _activate(_world, activator, position):
var bullet = CursorBullet.instantiate()
world.add_child(bullet)
bullet.collision_mask = ~activator.collision_mask
activator.add_child(bullet)
bullet.position = position
bullet.look_at(activator.get_target_pos())
if activator.get_collision_layer_value(1): # player object

View File

@@ -1,8 +1,11 @@
[gd_scene load_steps=3 format=3 uid="uid://ddvrvdq4406l4"]
[gd_scene load_steps=4 format=3 uid="uid://ddvrvdq4406l4"]
[ext_resource type="Script" uid="uid://bmt6oqrixatxt" path="res://CardInjects/Firewall/firewall.gd" id="1_qwxdp"]
[ext_resource type="SpriteFrames" uid="uid://bliai1y7g52o0" path="res://assets/animations/Firewalls/firewall.tres" id="2_nlcc7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_4b7oj"]
size = Vector2(111.33856, 61)
[node name="Firewall" type="Node2D"]
script = ExtResource("1_qwxdp")
@@ -14,9 +17,13 @@ frame_progress = 0.5135349
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2(3.0000005, 11)
rotation = 0.80285144
shape = SubResource("RectangleShape2D_4b7oj")
[node name="Timer" type="Timer" parent="."]
process_callback = 0
wait_time = 5.0
one_shot = true
autostart = true

View File

@@ -33,7 +33,7 @@ func activate(world, activator):
cooldown_timer.start()
func _activate(world, activator, position):
func _activate(_world, activator, position):
var katana = KatanaSlash.instantiate()
var target = activator.get_target_pos()
activator.add_child(katana) # KatanaSlash might have to be detached later?
@@ -48,7 +48,7 @@ func _activate(world, activator, position):
katana.get_node("Area2D").set_collision_layer_value(2, false)
else:
assert(false, "who are you, activator?")
world.add_child(katana)
# world.add_child(katana)
func discard(world, activator, do_ability):
ammo = max_ammo

View File

@@ -14,7 +14,6 @@ texture = ExtResource("2_80s1i")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
[node name="Timer" type="Timer" parent="."]
wait_time = 300.0
one_shot = true
autostart = true

View File

@@ -42,7 +42,6 @@ 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);

View File

@@ -27,6 +27,8 @@ var charged = false;
var dash_cooldown_timer = 0;
var dash_on_cooldown = false;
var knockback_timer: Timer = Timer.new()
func get_target_pos():
return self.get_global_mouse_position()
@@ -73,6 +75,7 @@ func dash():
func _ready():
screen_size = get_viewport_rect().size
knockback_timer.one_shot = true
func _process(delta):
update_target_coords();
@@ -87,7 +90,7 @@ func _process(delta):
dash_cooldown_timer = 0;
# handle move_state
if move_state == MoveState.Knockback:
if knockback_timer.time_left > 0:
pass
elif Input.is_action_just_pressed("dash"):
dash();
@@ -100,6 +103,22 @@ func _process(delta):
move_and_slide();
func take_hit(_damage, knockback_vector, knockback_strength = 1):
# Called when the player takes damage
if shield_active:
shield_active = false;
# TODO visualize shield
# $Shield.hide();
move_state = MoveState.Knockback;
velocity = knockback_vector;
knockback_timer.start(0.2 * knockback_strength);
else:
reboot();
func _on_timer_timeout():
pass # Replace with function body.
func reboot():
# Called when the player dies
# For now, just reset position and state
position = Vector2.ZERO;
velocity = Vector2.ZERO;
move_state = MoveState.Still;
# hand.discard_all();

View File

@@ -17,8 +17,8 @@ animations = [{
[sub_resource type="CircleShape2D" id="CircleShape2D_i3pqv"]
[node name="Player" type="CharacterBody2D"]
collision_layer = 21
collision_mask = 31
collision_layer = 31
collision_mask = 28
motion_mode = 1
script = ExtResource("1_4flbx")
metadata/_edit_group_ = true

View File

@@ -1,7 +1,10 @@
extends Node2D
@export var speed = 200 # How fast the virus will move (pixels/sec).
@export var speed = 100 # How fast the virus will move (pixels/sec).
@export var attack_range = 1000 # virus vision radius (pixels)
@export var max_health = 10
var health = max_health
# a virus is instantiated as Spawning and transitions (matures) into Spawned
# after a timer timeout, after which it is activated and ready to do its thing.
@@ -19,6 +22,7 @@ var targets = [0] # who the virus will attack
func _ready():
self.spawning_state = SpawningState.Spawning
self.action_state = ActionState.Waiting
self.add_to_group("Virus")
$AnimationTree.set("parameters/transition/transition_request", "processing")
func _process(delta):
@@ -49,3 +53,11 @@ func set_spawning():
func set_spawned():
self.spawning_state = SpawningState.Spawned
func take_hit(damage, _knockback_vector, _knockback_strength = 1):
health -= damage
if health <= 0:
queue_free()
else:
# Flash white for now
pass

View File

@@ -40,7 +40,6 @@ input_2/break_loop_at_end = false
input_2/reset = true
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_lk7jo"]
graph_offset = Vector2(-232.38345, 122.08092)
nodes/output/position = Vector2(580, 300)
nodes/Animation/node = SubResource("AnimationNodeAnimation_7ae1t")
nodes/Animation/position = Vector2(80, 140)
@@ -52,6 +51,38 @@ nodes/transition/position = Vector2(360, 300)
"nodes/Animation 2/position" = Vector2(80, 360)
node_connections = [&"output", 0, &"transition", &"transition", 0, &"Animation", &"transition", 1, &"Animation 2", &"transition", 2, &"Animation 3"]
[sub_resource type="Animation" id="Animation_ob56v"]
resource_name = "virus_idle"
loop_mode = 1
tracks/0/type = "method"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../AnimatedSprite2D")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [&"idle", 1.0, false],
"method": &"play"
}]
}
tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("..")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"set_spawned"
}]
}
[sub_resource type="Animation" id="Animation_7ae1t"]
resource_name = "virus_processing"
length = 3.7875
@@ -103,38 +134,6 @@ tracks/0/keys = {
}]
}
[sub_resource type="Animation" id="Animation_ob56v"]
resource_name = "virus_idle"
loop_mode = 1
tracks/0/type = "method"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../AnimatedSprite2D")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [&"idle", 1.0, false],
"method": &"play"
}]
}
tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("..")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"set_spawned"
}]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_lk7jo"]
_data = {
&"virus_idle": SubResource("Animation_ob56v"),
@@ -231,6 +230,7 @@ animations = [{
size = Vector2(128, 128)
[node name="Virus" type="Node2D"]
position = Vector2(0, -1)
script = ExtResource("1_5nuwd")
[node name="AnimationTree" type="AnimationTree" parent="."]
@@ -253,6 +253,8 @@ animation = &"spawn"
autoplay = "grow"
[node name="Area2D" type="Area2D" parent="."]
collision_layer = 31
collision_mask = 31
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("RectangleShape2D_ifgnm")