added some more signals for attack hit, enemy and player controllers turn done, commander enemy death, better enemy movement and turn changing, implemented an rng, added functions to grid and gridmarkers to allow for easier searching of markers, more logic for if a tower commander has actions

This commit is contained in:
2026-06-01 02:28:45 -04:00
parent facb2e227e
commit dd14a8da40
13 changed files with 138 additions and 60 deletions
+6 -11
View File
@@ -4,7 +4,7 @@ using System;
public partial class Enemy : StaticBody2D
{
[Signal]
public delegate void TurnDoneEventHandler();
public delegate void DeathEventHandler(Enemy THIS);
public int _damage = 1, _health = 2;
public Vector2 _speed = Vector2.Up, _range = Vector2.Up;
public float _movement = 0;
@@ -20,24 +20,19 @@ public partial class Enemy : StaticBody2D
COMMANDER.TakeDamage(_damage, this);
}
public void PlaceOrMove(GridMarker GRIDMARKER)
public void CounterAttack(Commander COMMANDER)
{
_gridMarker = GRIDMARKER;
GlobalPosition = _gridMarker.GlobalPosition;
}
public void TakeDamage(int DAMAGE, Commander ATTACKER)
{
GD.Print(_health, _health - DAMAGE);
_health -= DAMAGE;
GD.Print($"Taking {DAMAGE}, Health is now {_health}");
CounterAttack(ATTACKER);
if (_health <= 0)
{
QueueFree();
EmitSignal(SignalName.Death, this);
}
}
public void TakeTurn()
{
// PlaceOrMove(_gridMarker._gridMarkers[(int)(_gridMarker._address.Y + _speed.Y)][(int)(_gridMarker._address.X + _speed.X)]);
}
}