starting to work on enemy attacks and player health

This commit is contained in:
2026-06-12 02:03:17 -04:00
parent 9f75ec525c
commit 1903e1a1aa
5 changed files with 37 additions and 24 deletions
+1 -12
View File
@@ -3,11 +3,9 @@ using System;
public partial class Commander : Sprite2D
{
[Signal]
public delegate void DeathEventHandler(Commander THIS);
[Signal]
public delegate void ActionsUpEventHandler();
public int _health = 10, _actionsMax = 1, _actions;
public int _actionsMax = 1, _actions;
public PackedScene _attackScene = GD.Load<PackedScene>("res://Attack.tscn");
public Attack _attack;
public PlayerController _playerController;
@@ -47,15 +45,6 @@ public partial class Commander : Sprite2D
}
}
public void TakeDamage(int DAMAGE, Enemy ATTACKER)
{
_health -= DAMAGE;
if (_health <= 0)
{
EmitSignal(SignalName.Death, this);
}
}
public void ShootCurrentAttack(Vector2 FORCE){
_attack.Shoot(FORCE);
+3 -3
View File
@@ -12,7 +12,7 @@ public partial class Enemy : StaticBody2D
[Signal]
public delegate void RightClickedEventHandler(Enemy THIS);
public bool _hovered = false, _track = false;
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4, _hitRange = 1;
public int _damage = 1, _health = 2, _speed, _speedRemaining, _visibilityRange = 4, _hitRange;
public Vector2I _address = -Vector2I.One, _range = Vector2I.Up;
public List<Vector2I> _path = new();
public float _movement = 0;
@@ -43,9 +43,9 @@ public partial class Enemy : StaticBody2D
base._PhysicsProcess(delta);
}
public void Attack(Commander COMMANDER)
public void Attack(PlayerController PLAYER)
{
COMMANDER.TakeDamage(_damage, this);
PLAYER.ChangeHealth(-1, this);
}
public void CounterAttack(Commander COMMANDER)
+11 -8
View File
@@ -40,6 +40,7 @@ public partial class EnemyController : TurnController
newEnemy.RightClicked += HandleEnemyRightClick;
newEnemy._speed = Globals._rng.Next(2,4+1);
newEnemy._hitRange = Globals._rng.Next(1,2+1);
newEnemy.Modulate = new Color(newEnemy._speed == 2 ? "#FF0000" : newEnemy._speed == 3 ? "#00FF00" : "#0000FF");
newEnemy._enemyController = this;
@@ -50,14 +51,15 @@ public partial class EnemyController : TurnController
}
public void EnemyAttacks()
public List<Enemy> EnemyAttacks()
{
List<Enemy> attackingEnemies = [.. _enemies.Where(e => e._address.Y <= e._hitRange)];
for (int i = 0; i < attackingEnemies.Count; i++)
{
Enemy enemy = attackingEnemies[i];
// enemy.Attack();
enemy.Attack(_playerController);
}
return attackingEnemies;
}
public void GetRemainingSpeed(Enemy ENEMY)
@@ -93,12 +95,13 @@ public partial class EnemyController : TurnController
AddEnemies(positions);
}
public void MoveEnemies()
public void MoveEnemies(List<Enemy> EXCLUDE_ENEMIES)
{
Map map = _playArea._map;
for (int i = 0; i < _enemies.Count; i++)
List<Enemy> movingEnmies = [.. _enemies.Where(e => !EXCLUDE_ENEMIES.Contains(e))];
for (int i = 0; i < movingEnmies.Count; i++)
{
Enemy enemy = _enemies[i];
Enemy enemy = movingEnmies[i];
GetRemainingSpeed(enemy);
if (enemy._speedRemaining > 0)
@@ -112,7 +115,7 @@ public partial class EnemyController : TurnController
}
}
List<Enemy> remainingEnemies = GetRemainingEnemies(_enemies);
List<Enemy> remainingEnemies = GetRemainingEnemies(movingEnmies);
_enemies.ForEach(e => e._path.Clear());
if (remainingEnemies.Count == 0)
{
@@ -196,9 +199,9 @@ public partial class EnemyController : TurnController
{
AddEnemies(1);
MoveEnemies();
List<Enemy> attackingEnemies = EnemyAttacks();
EnemyAttacks();
MoveEnemies(attackingEnemies);
}
public void SetEnemy(Enemy ENEMY, Vector2I CELL)
+7 -1
View File
@@ -24,6 +24,7 @@ public partial class Main : Node
_enemyController._playArea = _playArea;
_playerController.TurnDone += ChangeTurn;
_playerController.Death += EndGame;
_enemyController.TurnDone += ChangeTurn;
_enemyController.Initiate();
@@ -36,7 +37,7 @@ public partial class Main : Node
base._Process(delta);
if (Input.IsActionJustPressed("escape"))
{
GetTree().Quit();
}
if (Input.IsActionJustPressed("changeTurn"))
{
@@ -62,4 +63,9 @@ public partial class Main : Node
}
}
public void EndGame(PlayerController PLAYER)
{
GetTree().Quit();
}
}
+15
View File
@@ -5,15 +5,30 @@ using System.Linq;
public partial class PlayerController : TurnController
{
[Signal]
public delegate void DeathEventHandler(PlayerController THIS);
public int _health, _healthMax = 100;
public EnemyController _enemyController;
public PackedScene _commanderScene = GD.Load<PackedScene>("res://Commander.tscn");
public List<Tower> _towers = new();
public override void _Ready()
{
_health = _healthMax;
base._Ready();
}
public void ChangeHealth(int DAMAGE, Node IMPETUS = null)
{
_health += DAMAGE;
_health = Math.Clamp(_health, 0, _healthMax);
GD.Print(_health);
if (_health == 0)
{
EmitSignal(SignalName.Death, this);
}
}
public void CheckForTurnEnd()
{
if (_towers.Where(t => t._commander != null).ToList().All(t=>t._commander._actions == 0))