added so you can choose race when starting the game.

This commit is contained in:
2026-01-30 08:31:33 +01:00
parent dabec8a119
commit 3b2af36231
73 changed files with 4241 additions and 1107 deletions

View File

@@ -3,16 +3,16 @@ extends Node2D
# Sword Slash - Swings around player and deals damage
@export var damage: float = 20.0
@export var swing_speed: float = 720.0 # Degrees per second
@export var swing_radius: float = 40.0 # Distance from player center (closer swing)
@export var lifetime: float = 0.3 # How long the slash lasts
@export var swing_speed: float = 720.0 # Degrees per second
@export var swing_radius: float = 40.0 # Distance from player center (closer swing)
@export var lifetime: float = 0.3 # How long the slash lasts
var swing_angle: float = 0.0 # Current angle
var swing_start_angle: float = 0.0 # Starting angle
var swing_arc: float = 180.0 # Total arc to swing (180 degrees)
var swing_angle: float = 0.0 # Current angle
var swing_start_angle: float = 0.0 # Starting angle
var swing_arc: float = 180.0 # Total arc to swing (180 degrees)
var elapsed_time: float = 0.0
var player_owner: Node = null
var hit_targets = {} # Track what we've already hit (Dictionary for O(1) lookup)
var hit_targets = {} # Track what we've already hit (Dictionary for O(1) lookup)
@onready var sprite = $Sprite2D
@onready var hit_area = $Area2D
@@ -29,7 +29,7 @@ func setup(start_angle: float, owner_player: Node, arc_direction: float = 1.0):
swing_start_angle = start_angle
swing_angle = start_angle
player_owner = owner_player
swing_arc = 180.0 * arc_direction # Positive or negative arc
swing_arc = 180.0 * arc_direction # Positive or negative arc
rotation = deg_to_rad(swing_start_angle)
func _physics_process(delta):
@@ -64,13 +64,24 @@ func _on_body_entered(body):
# Add to hit_targets IMMEDIATELY to prevent multiple hits (mark as hit before processing)
hit_targets[body] = true
# Deal damage to players
# Friendly fire: only skip when owner is also a player. Enemies can hit players.
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(damage, global_position)
print("Sword hit player: ", body.name, " for ", damage, " damage!")
if player_owner and player_owner.is_in_group("player"):
return # Owner is player → pass through, no damage
# Owner is enemy → deal damage to player
var attacker_pos = player_owner.global_position if player_owner and is_instance_valid(player_owner) else global_position
var player_peer_id = body.get_multiplayer_authority()
if player_peer_id != 0:
if multiplayer.get_unique_id() == player_peer_id:
body.rpc_take_damage(damage, attacker_pos, false, false)
else:
body.rpc_take_damage.rpc_id(player_peer_id, damage, attacker_pos, false, false)
else:
body.rpc_take_damage.rpc(damage, attacker_pos, false, false)
return
# Deal damage to boxes or other damageable objects
elif "health" in body:
if "health" in body:
# Boxes have health property
body.health -= damage
if body.health <= 0 and body.has_method("_break_into_pieces"):