using Godot; using System; using System.Collections.Generic; public partial class Shark : Node2D { public bool _dead; public int _aptitude, _agility, _ardor, _accuity, _awareness, _appeal, _health, _healthMax, _energy, _energyMax, _stamina, _staminaMax, _burden, _turnBandwidth, _turnBandwidthMax, _battleBandwidth, _criticalChance; public string _name; public SharkHud _hud; public List _balls = new(); public override void _Ready() { _name = "Sample Cog"; _dead = false; _aptitude = 10; // ball launch speed / strength _agility = 10; // ball launch stamina _ardor = 10; // ball defense _accuity = 10; // ball _awareness = 10; _appeal = 10; _health = _ardor * 12; _healthMax = _health; _energy = _accuity * 12; _energyMax = _energy; _stamina = _agility * 12; _staminaMax = _stamina; _burden = _appeal / 12; _turnBandwidth = (int)(_awareness * 2 / 3); _turnBandwidthMax = _turnBandwidth; _battleBandwidth = _turnBandwidthMax * 4; _criticalChance = 10; } public void Attack(Ball target) { Ball ball = GetNode("Ball"); if (ball._launched) { target.DefenseChange(-3); } } public void HealthChange(int change) { _health += change; if (_health < 0) { _dead = true; } } public void HoldBall() { Ball ball = GetNode("Ball"); ball._holding = true; } public void PlaceBall(Vector2 position) { Ball ball = GetNode("Ball"); ball.Start(position); } }