minor change for testing, still a bunch to do. someh=thing that popped up, should hostile and friendly pegs go at the same time or staggered
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@@ -23,7 +23,7 @@ public partial class SwingShortsword : PegAction
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Tween subtween = CreateTween();
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subtween.TweenProperty(_image, "visible", true, 0.0f);
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subtween.TweenProperty(_image, "rotation", PEG.GetAngleTo(target), 0.0f);
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subtween.TweenProperty(_image, "position", target, 0.5f);
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subtween.TweenProperty(_image, "global_position", target, 0.5f);
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subtween.TweenCallback(Callable.From(() =>
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{
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PEG._pegController._playerController.ChangeHealth(-2, this);
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@@ -8,7 +8,7 @@ public partial class ThrustSpear : PegAction
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base._Ready();
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_category = "attack";
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_priority = 1;
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_cost = 2;
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_cost = 1;
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_range = 1;
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_usesMax = 1;
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_usesRemaining = _usesMax;
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@@ -16,16 +16,18 @@ public partial class ThrustSpear : PegAction
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public override Tween CreateAnimation(Peg PEG)
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{
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GD.Print(Name);
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Map map = PEG._pegController._playArea._map;
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Peg pegTarget = map._addressOccupants[Target(PEG)];
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Vector2 target = pegTarget.GlobalPosition;
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Tween subtween = CreateTween();
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subtween.TweenProperty(_image, "visible", true, 0.0f);
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subtween.TweenProperty(_image, "rotation", PEG.GetAngleTo(pegTarget.GlobalPosition), 0.0f);
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subtween.TweenProperty(_image, "position", pegTarget, 0.5f);
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subtween.TweenProperty(_image, "rotation", PEG.GetAngleTo(target), 0.0f);
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subtween.TweenProperty(_image, "global_position", target, 0.5f);
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subtween.TweenCallback(Callable.From(() =>
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{
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pegTarget.ChangeHealth(-2);
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pegTarget.ChangeHealth(-1);
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_image.Position = Vector2.Zero;
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_image.Visible = false;
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}));
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@@ -1,9 +1,12 @@
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[gd_scene format=3 uid="uid://xx4n81m8hbxv"]
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[ext_resource type="Script" uid="uid://bj2lg1voxioq7" path="res://Pegs/Actions/ThrustSpear.cs" id="1_revbx"]
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[ext_resource type="Texture2D" uid="uid://32m5teus1cjj" path="res://Art/tower.png" id="2_nwcvh"]
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[node name="ThrustSpear" type="Node2D" unique_id=460007250]
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script = ExtResource("1_revbx")
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[node name="Image" type="Sprite2D" parent="." unique_id=1133735272]
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visible = false
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position = Vector2(0, -4.999999)
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scale = Vector2(0.1, 0.1)
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texture = ExtResource("2_nwcvh")
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@@ -25,6 +25,10 @@ public partial class PegAction : Node2D
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public virtual bool MeetsCriteria(Peg PEG)
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{
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if (PEG.GetType().ToString() == "Spearman")
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{
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GD.Print(Name,": ",PEG._staminaRemaining >= _cost, "&&", _usesRemaining > 0, "&&", (PEG._address - Target(PEG)).Length() <= _range);
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}
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return PEG._staminaRemaining >= _cost
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&& _usesRemaining > 0
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&& (PEG._address - Target(PEG)).Length() <= _range;
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