Added rpg system for combat
added lots of loot to find added level up system
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64
src/scripts/attack_axe_swing.gd
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64
src/scripts/attack_axe_swing.gd
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extends Node2D
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var direction := Vector2.ZERO # Default direction
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var fade_delay := 0.14 # When to start fading (mid-move)
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var move_duration := 0.2 # Slash exists for 0.3 seconds
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var fade_duration := 0.06 # Time to fade out
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var stretch_amount := Vector2(1, 1.4) # How much to stretch the sprite
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var slash_amount = 8
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var initiated_by: Node2D = null
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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call_deferred("_initialize_swing")
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pass # Replace with function body.
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func _initialize_swing():
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var tween = create_tween()
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var move_target = global_position + (direction.normalized() * slash_amount) # Moves in given direction
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tween.set_trans(Tween.TRANS_CUBIC) # Smooth acceleration & deceleration
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tween.set_ease(Tween.EASE_OUT) # Fast start, then slows down
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tween.tween_property(self, "global_position", move_target, move_duration)
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'
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# Create stretch tween (grow and shrink slightly)
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var stretch_tween = create_tween()
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stretch_tween.set_trans(Tween.TRANS_CUBIC)
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stretch_tween.set_ease(Tween.EASE_OUT)
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stretch_tween.tween_property($Sprite2D, "scale", Vector2.ONE, move_duration / 2) # start normal
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stretch_tween.tween_property($Sprite2D, "scale", stretch_amount, move_duration / 2)
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'
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# Wait until mid-move to start fade
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await get_tree().create_timer(fade_delay).timeout
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# Start fade-out effect
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var fade_tween = create_tween()
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fade_tween.tween_property($Sprite2D, "modulate:a", 0.0, fade_duration) # Fade to transparent
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await fade_tween.finished
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queue_free()
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pass
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func _on_damage_area_body_entered(body: Node2D) -> void:
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if body.get_parent() == initiated_by or body == initiated_by:
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return
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if body.get_parent() is CharacterBody2D and body.get_parent().stats.is_invulnerable == false and body.get_parent().stats.hp > 0: # hit an enemy
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$MeleeImpact.play()
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body.take_damage(self, initiated_by)
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pass
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else:
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$MeleeImpactWall.play()
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pass
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pass # Replace with function body.
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func _on_damage_area_area_entered(body: Area2D) -> void:
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if body.get_parent() == initiated_by:
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return
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if body.get_parent() is CharacterBody2D and body.get_parent().stats.is_invulnerable == false and body.get_parent().stats.hp > 0: # hit an enemy
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$MeleeImpact.play()
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body.get_parent().take_damage(self, initiated_by)
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pass
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else:
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$MeleeImpactWall.play()
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pass
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pass # Replace with function body.
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