Added rpg system for combat

added lots of loot to find
added level up system
This commit is contained in:
2026-01-11 23:12:09 +01:00
parent ab16194c39
commit 3a7fb29d58
32 changed files with 5076 additions and 96 deletions

169
src/scripts/attack_arrow.gd Normal file
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extends CharacterBody2D
var speed = 300
var direction = Vector2.ZERO
var stick_duration = 3.0 # How long the arrow stays stuck to walls
var is_stuck = false
var stick_timer = 0.0
var initiated_by: Node2D = null
@onready var arrow_area = $ArrowArea # Assuming you have an Area2D node named ArrowArea
@onready var shadow = $Shadow # Assuming you have a Shadow node under the CharacterBody2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
arrow_area.set_deferred("monitoring", true)
#arrow_area.body_entered.connect(_on_body_entered)
$SfxArrowFire.play()
call_deferred("_initialize_arrow")
func _initialize_arrow() -> void:
var angle = direction.angle()
self.rotation = angle - PI / 2 # Adjust for sprite orientation
# Set initial rotation based on direction
velocity = direction * speed # Set initial velocity to move the arrow
# Calculate the offset for the shadow position, which should be below the arrow
var shadow_offset = Vector2(0, 4) # Adjust the 16 to how far you want the shadow from the arrow (this is just an example)
# Apply the rotation of the arrow to the shadow offset
shadow.position += shadow_offset.rotated(-self.rotation)
if abs(direction.x) == 1:
shadow.scale.x = 0.26
shadow.scale.y = 0.062
elif abs(direction.x) > 0:
shadow.scale.x = 0.18
shadow.scale.y = 0.08
else:
shadow.scale.x = 0.1
shadow.scale.y = 0.1
# Calculate the shadow's scale based on the velocity or direction of the arrow
#var velocity_magnitude = velocity.length()
# Scale more in the horizontal direction if moving diagonally or horizontally
#var scale_factor = 0.28 + abs(velocity.x) / velocity_magnitude # Adjust the factor to your preference
# Apply the scaling to the shadow
shadow.rotation = -(angle - PI / 2)
func shoot(shoot_direction: Vector2, start_pos: Vector2) -> void:
direction = shoot_direction.normalized()
global_position = start_pos
#position = start_pos
# Called every frame. 'delta' is the e lapsed time since the previous frame.
func _process(delta: float) -> void:
if is_stuck:
# Handle fade out here if it's stuck
stick_timer += delta
if stick_timer >= stick_duration:
# Start fading out after it sticks
modulate.a = max(0, 1 - (stick_timer - stick_duration) / 1.0) # Fade out over 1 second
if stick_timer >= stick_duration + 1.0: # Extra second for fade out
queue_free() # Remove the arrow after fade out
move_and_slide()
func _physics_process(_delta: float) -> void:
# If the arrow is stuck, stop it from moving
if is_stuck:
velocity = Vector2.ZERO # Stop movement
# Optional: disable further physics interaction by setting linear_velocity
# move_and_slide(Vector2.ZERO) # You can also use this to stop the character
func play_impact():
$SfxImpactSound.play()
# Called when the arrow hits a wall or another object
func _on_body_entered(body: Node) -> void:
if not is_stuck:
if body == initiated_by:
return
if body is CharacterBody2D and body.stats.is_invulnerable == false and body.stats.hp > 0: # hit an enemy
#if body is CharacterBody2D and body.collision_layer & (1 << 8) and body.taking_damage_timer <= 0 and body.stats.hp > 0: # Check if body is enemy (layer 9)
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)
# Calculate the collision point - move arrow slightly back from its direction
var collision_normal = -direction # Opposite of arrow's direction
var offset_distance = 8 # Adjust this value based on your collision shape sizes
var stick_position = global_position + (collision_normal * offset_distance)
# Make arrow a child of the enemy to stick to it
var global_rot = global_rotation
get_parent().call_deferred("remove_child", self)
body.call_deferred("add_child", self)
self.set_deferred("global_position", stick_position)
self.set_deferred("global_rotation", global_rot)
#global_rotation = global_rot
body.call_deferred("take_damage", self, initiated_by)
self.call_deferred("play_impact") # need to play the sound on the next frame, because else it cuts it.
else:
$SfxImpactWall.play()
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)
# You can optionally stick the arrow at the collision point if you want:
# position = body.position # Uncomment this if you want to "stick" it at the collision point
# Additional logic for handling interaction with walls or other objects
func _on_arrow_area_area_entered(area: Area2D) -> void:
if not is_stuck:
if area.get_parent() == initiated_by:
return
if area.get_parent() is CharacterBody2D and area.get_parent().stats.is_invulnerable == false and area.get_parent().stats.hp > 0: # hit an enemy
#if body is CharacterBody2D and body.collision_layer & (1 << 8) and body.taking_damage_timer <= 0 and body.stats.hp > 0: # Check if body is enemy (layer 9)
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)
# Calculate the collision point - move arrow slightly back from its direction
var collision_normal = -direction # Opposite of arrow's direction
var offset_distance = 8 # Adjust this value based on your collision shape sizes
var stick_position = global_position + (collision_normal * offset_distance)
# Make arrow a child of the enemy to stick to it
var global_rot = global_rotation
get_parent().call_deferred("remove_child", self)
area.get_parent().call_deferred("add_child", self)
self.set_deferred("global_position", stick_position)
self.set_deferred("global_rotation", global_rot)
#global_rotation = global_rot
area.get_parent().call_deferred("take_damage", self, initiated_by)
self.call_deferred("play_impact") # need to play the sound on the next frame, because else it cuts it.
else:
$SfxImpactWall.play()
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)
# You can optionally stick the arrow at the collision point if you want:
# position = body.position # Uncomment this if you want to "stick" it at the collision point
# Additional logic for handling interaction with walls or other objects
pass # Replace with function body.
func _on_arrow_area_body_entered(body: Node2D) -> void:
if not is_stuck:
if body == initiated_by:
return
$SfxImpactWall.play()
# Stop the arrow
velocity = Vector2.ZERO
is_stuck = true
stick_timer = 0.0
arrow_area.set_deferred("monitoring", false)
pass # Replace with function body.