Animations and bug fixes

- Converted the rock throw animation to the new system
- Converted the fireball animation to the new system (needs to be inverted still)
- Spell variable now get set to null after use or they get interrupted
- Made some code more readable
This commit is contained in:
nc5432 2024-05-13 22:38:17 -04:00
parent 8003a7643b
commit 847a41eaad
11 changed files with 442 additions and 194 deletions

View File

@ -22,7 +22,7 @@ allow_system_fallback=true
force_autohinter=false
hinting=1
subpixel_positioning=1
oversampling=8.0
oversampling=10.0
Fallbacks=null
fallbacks=[]
Compress=null

View File

@ -12,7 +12,6 @@ animation = "res://Scenes/Animations/fireballAnim.tscn"
damage = 8.0
backfireStrength = 6.0
castCombo = Array[String](["up", "down", "down", "left", "right", "left", "right", "up"])
castProgress = 0
element = 1
stunning = true
timeout = 5.0

View File

@ -12,7 +12,6 @@ animation = "res://Scenes/Animations/rockThrowAnim.tscn"
damage = 0.5
backfireStrength = 1.0
castCombo = Array[String](["down", "up", "up"])
castProgress = 0
element = 4
stunning = true
timeout = 10.0

View File

@ -1,15 +1,9 @@
[gd_scene load_steps=69 format=3 uid="uid://dct5w5mffqmlm"]
[gd_scene load_steps=86 format=3 uid="uid://dct5w5mffqmlm"]
[ext_resource type="Script" path="res://Scripts/Animations/fireballAnim.gd" id="1_eh23w"]
[ext_resource type="Texture2D" uid="uid://s1wipkprymf7" path="res://Sprites/Particles/Particles Cleaned/16_sunburn_spritesheet.png" id="2_a2rii"]
[ext_resource type="Texture2D" uid="uid://df1rqga22alvj" path="res://Sprites/Particles/Particles Cleaned/Effect_BigHit_1_557x553.png" id="3_unynm"]
[sub_resource type="Curve2D" id="Curve2D_chn67"]
_data = {
"points": PackedVector2Array(0, 0, 0, 0, 253, 283, 0, 0, 0, 0, 249, 56, 0, 0, 0, 0, 883, 258)
}
point_count = 3
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_6walw"]
particles_animation = true
particles_anim_h_frames = 6
@ -462,30 +456,274 @@ animations = [{
"speed": 60.0
}]
[sub_resource type="Animation" id="Animation_r8anb"]
resource_name = "attackSegment0"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 2,
"values": [Vector2(253, 283), Vector2(253, 241)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite2D:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(1e-05, 1e-05), Vector2(0.2, 0.2)]
}
[sub_resource type="Animation" id="Animation_7m6oo"]
resource_name = "attackSegment1"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(253, 241), Vector2(253, 210)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite2D:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(0.2, 0.2), Vector2(0.6, 0.6)]
}
[sub_resource type="Animation" id="Animation_jvbiy"]
resource_name = "attackSegment2"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(253, 210), Vector2(253, 146)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite2D:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(0.6, 0.6), Vector2(1, 1)]
}
[sub_resource type="Animation" id="Animation_l7vac"]
resource_name = "attackSegment3"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(253, 146), Vector2(253, 104)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite2D:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(1, 1), Vector2(2.2, 2.2)]
}
[sub_resource type="Animation" id="Animation_yc0ak"]
resource_name = "attackSegment4"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(2.2, 2.2), Vector2(3.4, 3.4)]
}
[sub_resource type="Animation" id="Animation_gnoe5"]
resource_name = "attackSegment5"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(3.4, 3.4), Vector2(4.8, 4.8)]
}
[sub_resource type="Animation" id="Animation_46ufo"]
resource_name = "attackSegment6"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(4.8, 4.8), Vector2(7, 7)]
}
[sub_resource type="Animation" id="Animation_y4mhj"]
resource_name = "attackSegment7"
length = 0.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(253, 104), Vector2(896, 286)]
}
[sub_resource type="Animation" id="Animation_wf5px"]
resource_name = "attackInverse0"
[sub_resource type="Animation" id="Animation_yy8ft"]
resource_name = "attackInverse1"
[sub_resource type="Animation" id="Animation_v42n0"]
resource_name = "attackInverse2"
[sub_resource type="Animation" id="Animation_vxtqp"]
resource_name = "attackInverse3"
[sub_resource type="Animation" id="Animation_if6re"]
resource_name = "attackInverse4"
[sub_resource type="Animation" id="Animation_y406p"]
resource_name = "attackInverse5"
[sub_resource type="Animation" id="Animation_et7ce"]
resource_name = "attackInverse6"
[sub_resource type="Animation" id="Animation_e75l3"]
resource_name = "attackInverse7"
[sub_resource type="Animation" id="Animation_wgnw8"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(253, 241)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite2D:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(0.2, 0.2)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_r6j4e"]
_data = {
"RESET": SubResource("Animation_wgnw8"),
"attackInverse0": SubResource("Animation_wf5px"),
"attackInverse1": SubResource("Animation_yy8ft"),
"attackInverse2": SubResource("Animation_v42n0"),
"attackInverse3": SubResource("Animation_vxtqp"),
"attackInverse4": SubResource("Animation_if6re"),
"attackInverse5": SubResource("Animation_y406p"),
"attackInverse6": SubResource("Animation_et7ce"),
"attackInverse7": SubResource("Animation_e75l3"),
"attackSegment0": SubResource("Animation_r8anb"),
"attackSegment1": SubResource("Animation_7m6oo"),
"attackSegment2": SubResource("Animation_jvbiy"),
"attackSegment3": SubResource("Animation_l7vac"),
"attackSegment4": SubResource("Animation_yc0ak"),
"attackSegment5": SubResource("Animation_gnoe5"),
"attackSegment6": SubResource("Animation_46ufo"),
"attackSegment7": SubResource("Animation_y4mhj")
}
[node name="FireballAnim" type="Node2D"]
script = ExtResource("1_eh23w")
startPrimaryLoc = Vector2(193, 137)
startSecondaryLoc = Vector2(350, 137)
fullSize = 7.0
finalIndex = 8
[node name="Path2D" type="Path2D" parent="."]
curve = SubResource("Curve2D_chn67")
[node name="PathFollow2D" type="PathFollow2D" parent="Path2D"]
position = Vector2(253, 283)
rotation = -1.5708
rotates = false
loop = false
[node name="GPUParticles2D" type="GPUParticles2D" parent="Path2D/PathFollow2D"]
[node name="GPUParticles2D" type="GPUParticles2D" parent="."]
material = SubResource("CanvasItemMaterial_6walw")
rotation = 1.5708
position = Vector2(253, 283)
emitting = false
process_material = SubResource("ParticleProcessMaterial_cjfl8")
texture = ExtResource("3_unynm")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Path2D/PathFollow2D"]
rotation = 1.5708
scale = Vector2(1e-05, 1e-05)
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
position = Vector2(253, 241)
scale = Vector2(0.2, 0.2)
sprite_frames = SubResource("SpriteFrames_xup3y")
autoplay = "default"
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_r6j4e")
}
[connection signal="animation_finished" from="AnimationPlayer" to="." method="animFinished"]

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=11 format=3 uid="uid://c44hesqr12wxd"]
[gd_scene load_steps=15 format=3 uid="uid://c44hesqr12wxd"]
[ext_resource type="Script" path="res://Scripts/Animations/rockThrowAnim.gd" id="1_owh0v"]
[ext_resource type="Texture2D" uid="uid://dwsd0hggrxbdq" path="res://Sprites/Animations/Rock Pack/Rocks 64x64 by Captainskeleto.png" id="2_addwy"]
[ext_resource type="Resource" uid="uid://dl6nv6lp460n3" path="res://Resources/Spells/rockThrow.tres" id="2_apcu7"]
[sub_resource type="Curve2D" id="Curve2D_m36l3"]
_data = {
@ -13,12 +14,6 @@ point_count = 8
atlas = ExtResource("2_addwy")
region = Rect2(128, 192, 64, 64)
[sub_resource type="Curve2D" id="Curve2D_gdix6"]
_data = {
"points": PackedVector2Array(0, 0, 0, 0, 371, 664, 0, 0, 0, 0, 370, 481, 0, 0, 0, 0, 373, 311, 0, 0, 0, 0, 882, 362)
}
point_count = 4
[sub_resource type="Animation" id="Animation_7dh1k"]
length = 0.001
tracks/0/type = "value"
@ -34,25 +29,9 @@ tracks/0/keys = {
"values": [Vector2(342, 645)]
}
[sub_resource type="Animation" id="Animation_cfsn4"]
resource_name = "attackSegment1"
length = 0.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TextureRect:position")
tracks/0/interp = 1
tracks/0/loop_wrap = false
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.49),
"transitions": PackedFloat32Array(1, 1),
"update": 2,
"values": [Vector2(342, 645), Vector2(342, 440)]
}
[sub_resource type="Animation" id="Animation_uphdx"]
resource_name = "attackSegment2"
length = 0.5
[sub_resource type="Animation" id="Animation_5o8xe"]
resource_name = "attackInverse0"
length = 0.3
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
@ -60,14 +39,78 @@ tracks/0/path = NodePath("TextureRect:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"times": PackedFloat32Array(0, 0.3),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(760, 645), Vector2(760, 440)]
}
[sub_resource type="Animation" id="Animation_clfp2"]
resource_name = "attackInverse1"
length = 0.3
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TextureRect:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.3),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(760, 440), Vector2(760, 280)]
}
[sub_resource type="Animation" id="Animation_hypvd"]
resource_name = "attackInverse2"
length = 0.23
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TextureRect:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(760, 280), Vector2(342, 331)]
}
[sub_resource type="Animation" id="Animation_cfsn4"]
resource_name = "attackSegment0"
length = 0.3
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TextureRect:position")
tracks/0/interp = 1
tracks/0/loop_wrap = false
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.3),
"transitions": PackedFloat32Array(1, 1),
"update": 2,
"values": [Vector2(342, 645), Vector2(342, 440)]
}
[sub_resource type="Animation" id="Animation_uphdx"]
resource_name = "attackSegment1"
length = 0.3
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TextureRect:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.3),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(342, 440), Vector2(342, 280)]
}
[sub_resource type="Animation" id="Animation_mlgwv"]
resource_name = "attackSegment3"
resource_name = "attackSegment2"
length = 0.23
tracks/0/type = "value"
tracks/0/imported = false
@ -82,16 +125,25 @@ tracks/0/keys = {
"values": [Vector2(342, 280), Vector2(852, 331)]
}
[sub_resource type="Animation" id="Animation_y7nwk"]
resource_name = "fail"
[sub_resource type="AnimationLibrary" id="AnimationLibrary_cg24k"]
_data = {
"RESET": SubResource("Animation_7dh1k"),
"attackSegment1": SubResource("Animation_cfsn4"),
"attackSegment2": SubResource("Animation_uphdx"),
"attackSegment3": SubResource("Animation_mlgwv")
"attackInverse0": SubResource("Animation_5o8xe"),
"attackInverse1": SubResource("Animation_clfp2"),
"attackInverse2": SubResource("Animation_hypvd"),
"attackSegment0": SubResource("Animation_cfsn4"),
"attackSegment1": SubResource("Animation_uphdx"),
"attackSegment2": SubResource("Animation_mlgwv"),
"fail": SubResource("Animation_y7nwk")
}
[node name="RockThrowAnim" type="Node2D"]
script = ExtResource("1_owh0v")
finalIndex = 3
spell = ExtResource("2_apcu7")
[node name="Path2D2" type="Path2D" parent="."]
position = Vector2(339, 632)
@ -118,14 +170,6 @@ grow_vertical = 2
pivot_offset = Vector2(31.8413, 32.0651)
texture = SubResource("AtlasTexture_wqvpx")
[node name="Path2D" type="Path2D" parent="."]
curve = SubResource("Curve2D_gdix6")
[node name="PathFollow2D" type="PathFollow2D" parent="Path2D"]
position = Vector2(371, 664)
rotates = false
loop = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_cg24k")

View File

@ -1,13 +1,10 @@
extends "res://Scripts/animationBase.gd"
extends AnimationBase
@export var startPrimaryLoc: Vector2
@export var startSecondaryLoc: Vector2
@export var fullSize: float = 1
@export var explodeDur: float = 0.2
@onready var ballofayr: AnimatedSprite2D = $Path2D/PathFollow2D/AnimatedSprite2D
@onready var path: PathFollow2D = $Path2D/PathFollow2D
@onready var particles: GPUParticles2D = $Path2D/PathFollow2D/GPUParticles2D
var dir: int = 1
@onready var ballofayr: AnimatedSprite2D = $AnimatedSprite2D
@onready var animationPlayer: AnimationPlayer = $AnimationPlayer
@onready var particles: GPUParticles2D = $GPUParticles2D
var exploding: bool = false
var timer: float = 0
var size: Vector2 = Vector2(0, 0)
@ -15,36 +12,34 @@ var size: Vector2 = Vector2(0, 0)
# Called when the node enters the scene tree for the first time.
func _ready():
if inverted:
dir = -1
ballofayr.position = startSecondaryLoc
attackName = inverseName
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if !exploding:
if (targetProg / finalProg < 0.3):
timer = clampf(timer + delta, 0, clampf(targetProg / finalProg, 0, 0.25))
path.progress_ratio = timer
if (targetProg / finalProg < 0.9):
ballofayr.scale = lerp(ballofayr.scale, Vector2((targetProg / finalProg) * fullSize, (targetProg / finalProg) * fullSize), delta * 2)
if (targetProg / finalProg >= 0.9):
timer = clampf(timer + delta, 0, targetProg / finalProg)
path.progress_ratio = timer
if path.progress_ratio == 1:
explode()
else:
if (exploding):
timer += delta
if timer > explodeDur:
self.free()
self.queue_free()
func setProgress(target: float, final: float = finalProg) -> void:
targetProg = target
finalProg = final
if (index > -1):
animationPlayer.queue(attackName + str(index))
index += 1
func explode() -> void:
particles.position = ballofayr.position
ballofayr.hide()
particles.emitting = true
exploding = true
timer = 0
func animFinished(s: String):
print("Animation finished with indices " + str(index) + " and " + str(finalIndex))
if (index == finalIndex):
animationFinished.emit(spell)
explode()
func castFailed() -> void:
explode()

View File

@ -1,4 +1,4 @@
extends "res://Scripts/animationBase.gd"
extends AnimationBase
@onready var texture: TextureRect = $TextureRect
@onready var animationPlayer: AnimationPlayer = $AnimationPlayer
@ -9,51 +9,19 @@ var animQueue: Queue = Queue.new()
# Called when the node enters the scene tree for the first time.
func _ready():
if inverted:
pass
#texture.position.x = (-(texture.position.x - 571)) + 571
#for point: Vector2 in path:
#point.x = (-(point.x - 571)) + 571
#for point: Vector2 in failPath:
#point.x = (-(point.x - 571)) + 571
#if !inverted:
#pass
#path = $Path2D/PathFollow2D
#failPath = $Path2D/PathFollow2D/Path2D/PathFollow2D
#else:
#pass
#path = $Path2D/PathFollow2D
#failPath = $Path2D/PathFollow2D/Path2D/PathFollow2D
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
#if casting:
#if targetProg / finalProg < 0.7:
#timer = clampf(timer + delta, 0, clampf(targetProg / finalProg, 0, 0.35))
#path.progress_ratio = timer
#else:
#timer = clampf(timer + delta, 0, 1)
#path.progress_ratio = timer
#if path.progress_ratio == 1:
#self.free()
#else:
#timer = clampf(timer + (1.25 * delta), 0, 1)
#failPath.progress_ratio = timer
#if failPath.progress_ratio == 1:
#self.free()
attackName = inverseName
func castFailed() -> void:
queue_free()
#casting = false
#timer = 0
#texture.get_parent().remove_child(texture)
#failPath.add_child(texture)
func setProgress(target: float, final: float = finalProg) -> void:
targetProg = target
finalProg = final
animQueue.push("attackSegment" + str(target))
if (index > -1):
animationPlayer.queue(attackName + str(index))
index += 1
func animFinished(_animName):
if (animQueue.size() > 0):
animationPlayer.play(animQueue.pop())
func animFinished(s: String):
if (index == finalIndex):
animationFinished.emit(spell)
queue_free()

View File

@ -1,8 +1,14 @@
extends Node2D
class_name AnimationBase extends Node2D
class_name AnimationBase
signal animationFinished(spell: Spell)
@export var inverted: bool = false
@export var index: int = -1
@export var finalIndex: int = 0
@export var spell: Spell
var attackName: String = "attackSegment"
var inverseName: String = "attackInverse"
var targetProg: float
var finalProg: float

View File

@ -23,9 +23,9 @@ var castProgress: int = 0
func _ready():
renderer.animation_finished.connect(animationFinished)
renderer.play("idle")
spellbook.initCooldowns()
healthbar.maxHealth = maxHealth
if !player:
spellbook.initCooldowns()
for spel: Spell in spellbook.spells:
if (spel == null): continue
if !data.animations.has(spel.animation):
@ -60,117 +60,98 @@ func cast() -> void:
match data.difficulty:
Data.Difficulty.EASY:
spellIndex = randi_range(0, spellbook.spells.size() - 1)
spell = spellbook.spells[spellIndex]
anim = data.animations[spell.animation].instantiate()
anim.setProgress(0, spell.castCombo.size())
anim.inverted = true
get_node("/root").add_child(anim)
attemptCast()
Data.Difficulty.NORMAL:
spellIndex = randi_range(0, spellbook.spells.size() - 1)
spell = spellbook.spells[spellIndex]
anim = data.animations[spell.animation].instantiate()
anim.setProgress(0, spell.castCombo.size())
anim.inverted = true
get_node("/root").add_child(anim)
attemptCast()
Data.Difficulty.HARD:
spellIndex = randi_range(0, spellbook.spells.size() - 1)
spell = spellbook.spells[spellIndex]
anim = data.animations[spell.animation].instantiate()
anim.setProgress(0, spell.castCombo.size())
anim.inverted = true
get_node("/root").add_child(anim)
attemptCast()
Data.Difficulty.GAMER:
spellIndex = randi_range(0, spellbook.spells.size() - 1)
spell = spellbook.spells[spellIndex]
anim = data.animations[spell.animation].instantiate()
anim.setProgress(0, spell.castCombo.size())
anim.inverted = true
anim.spell = spell
anim.connect("animationFinished", finalizeSpell)
get_node("/root").add_child(anim)
attemptCast()
func attemptCast():
#if (!casting):
#_finishedCasting()
#return
match data.difficulty:
Data.Difficulty.EASY:
await get_tree().create_timer(randf_range(0.5, 1.5)).timeout
await get_tree().create_timer(randf_range(0.75, 1.75)).timeout
if (spell == null): return
if randi_range(0, 99) < 90:
castProgress += 1
anim.setProgress(castProgress)
if (is_instance_valid(anim)): anim.setProgress(castProgress)
if castProgress == spell.castCombo.size():
if (castProgress == spell.castCombo.size()):
casting = false
castProgress = 0
renderer.play("attack1")
spellbook.cooldowns[spellIndex] = spell.cooldown
data.player.alterHealth(-spell.damage, false)
_finishedCasting()
return
else:
attemptCast()
else:
alterHealth(-spell.backfireStrength, true)
casting = false
anim.castFailed()
castProgress = 0
spellbook.cooldowns[spellIndex] = spell.cooldown * (float(castProgress) / float(spell.castCombo.size()))
_finishedCasting()
failCast()
return
Data.Difficulty.NORMAL:
await get_tree().create_timer(randf_range(0.4, 1)).timeout
await get_tree().create_timer(randf_range(0.6, 1.2)).timeout
if (spell == null): return
if randi_range(0, 99) < 95:
castProgress += 1
anim.setProgress(castProgress)
if (is_instance_valid(anim)): anim.setProgress(castProgress)
if castProgress == spell.castCombo.size():
if (castProgress == spell.castCombo.size()):
casting = false
castProgress = 0
renderer.play("attack1")
spellbook.cooldowns[spellIndex] = spell.cooldown
data.player.alterHealth(-spell.damage, false)
_finishedCasting()
return
else:
attemptCast()
else:
alterHealth(-spell.backfireStrength, true)
casting = false
anim.castFailed()
castProgress = 0
spellbook.cooldowns[spellIndex] = spell.cooldown * (float(castProgress) / float(spell.castCombo.size()))
_finishedCasting()
failCast()
Data.Difficulty.HARD:
await get_tree().create_timer(randf_range(0.2, 0.6)).timeout
await get_tree().create_timer(randf_range(0.3, 0.75)).timeout
if (spell == null): return
if randi_range(0, 99) < 98:
castProgress += 1
anim.setProgress(castProgress)
if (is_instance_valid(anim)): anim.setProgress(castProgress)
if castProgress == spell.castCombo.size():
if (castProgress == spell.castCombo.size()):
casting = false
castProgress = 0
renderer.play("attack1")
spellbook.cooldowns[spellIndex] = spell.cooldown
data.player.alterHealth(-spell.damage, false)
_finishedCasting()
return
else:
attemptCast()
else:
alterHealth(-spell.backfireStrength, true)
casting = false
anim.castFailed()
castProgress = 0
spellbook.cooldowns[spellIndex] = spell.cooldown * (float(castProgress) / float(spell.castCombo.size()))
_finishedCasting()
failCast()
Data.Difficulty.GAMER:
await get_tree().create_timer(.1).timeout
await get_tree().create_timer(.2).timeout
if (spell == null): return
castProgress += 1
anim.setProgress(castProgress)
if (is_instance_valid(anim)): anim.setProgress(castProgress)
if castProgress == spell.castCombo.size():
if (castProgress == spell.castCombo.size()):
casting = false
castProgress = 0
renderer.play("attack1")
spellbook.cooldowns[spellIndex] = spell.cooldown
data.player.alterHealth(-spell.damage, false)
_finishedCasting()
return
else:
attemptCast()
@ -181,7 +162,24 @@ func alterHealth(change: float, stun: bool) -> void:
renderer.play("hit")
if player:
stunned.emit()
else:
failCast()
healthChanged.emit(health)
func failCast() -> void:
casting = false
if (is_instance_valid(anim)): anim.castFailed()
castProgress = 0
if (spell != null): spellbook.cooldowns[spellIndex] = spell.cooldown * (float(castProgress) / float(spell.castCombo.size()))
spell = null
_finishedCasting()
return
func animationFinished() -> void:
renderer.play("idle")
func finalizeSpell(finish: Spell) -> void:
if (player):
data.opponent.alterHealth(-finish.damage, finish.stunning)
else:
data.player.alterHealth(-finish.damage, finish.stunning)

View File

@ -33,6 +33,8 @@ func _process(delta):
castIndicator.setDirs(spell.castCombo[0], spell.castCombo[1])
anim = data.animations[spell.animation].instantiate()
anim.setProgress(0, spell.castCombo.size())
anim.spell = spell
anim.connect("animationFinished", avatar.finalizeSpell)
get_node("/root").add_child(anim)
timer = 0
else:
@ -52,21 +54,19 @@ func _process(delta):
avatar.renderer.play("attack1")
data.spellbook.cooldowns[spellIndex] = spell.cooldown
castIndicator.hide()
data.opponent.alterHealth(-spell.damage, false)
elif (timer >= spell.timeout || Input.is_action_just_pressed("up") || Input.is_action_just_pressed("down") || Input.is_action_just_pressed("left") || Input.is_action_just_pressed("right")):
avatar.alterHealth(-spell.backfireStrength, true)
casting = false
anim.castFailed()
avatar.castProgress = 0
data.spellbook.cooldowns[spellIndex] = spell.cooldown * (float(avatar.castProgress) / float(spell.castCombo.size()))
castIndicator.hide()
stunned()
for i in range(data.spellbook.cooldowns.size()):
data.spellbook.cooldowns[i] -= delta
if data.spellbook.cooldowns[i] < 0: data.spellbook.cooldowns[i] = 0
func stunned():
if (!casting): return
casting = false
avatar.castProgress = 0
anim.castFailed()
data.spellbook.cooldowns[spellIndex] = spell.cooldown * (float(avatar.castProgress) / float(spell.castCombo.size()))
castIndicator.hide()
spell = null

View File

@ -17,8 +17,9 @@ config/icon="res://icon.svg"
[display]
window/size/mode=3
window/stretch/mode="canvas_items"
window/stretch/aspect="keep_width"
window/stretch/aspect="keep_height"
mouse_cursor/custom_image_hotspot=Vector2(64, 128)
[dotnet]