
- Mostly finished the settings menu - Got basic AI working on easy difficulty - Changed when animations are loaded - Music now changes when you hit play - Changed how AI will work. All enemies should only need the combatant script now
40 lines
1.1 KiB
GDScript
40 lines
1.1 KiB
GDScript
extends "res://Scripts/animationBase.gd"
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var path: PathFollow2D
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var failPath: PathFollow2D
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var casting: bool = true
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var timer: float = 0
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@onready var texture: TextureRect = $Path2D/PathFollow2D/TextureRect
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if !inverted:
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path = $Path2D/PathFollow2D
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failPath = $Path2D/PathFollow2D/Path2D/PathFollow2D
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else:
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path = $Path2D/PathFollow2D
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failPath = $Path2D/PathFollow2D/Path2D/PathFollow2D
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if casting:
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if targetProg / finalProg < 0.7:
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timer = clampf(timer + delta, 0, clampf(targetProg / finalProg, 0, 0.35))
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path.progress_ratio = timer
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else:
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timer = clampf(timer + delta, 0, 1)
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path.progress_ratio = timer
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if path.progress_ratio == 1:
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self.free()
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else:
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timer = clampf(timer + (1.25 * delta), 0, 1)
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failPath.progress_ratio = timer
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if failPath.progress_ratio == 1:
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self.free()
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func castFailed() -> void:
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casting = false
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texture.get_parent().remove_child(texture)
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failPath.add_child(texture)
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timer = 0
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