Implement Trait: Ricochet

main
Luna Brovchuk 2023-10-01 21:36:06 +02:00
parent 2acab5dd13
commit 4561394340
3 changed files with 23 additions and 4 deletions

View File

@ -5,8 +5,23 @@ var speed = 128
var poisoned = false
var damage = 5
var frozen = false
var bounced = false
var ricochet = false
var prev_target
var target
func choose_target():
target = null
var least_dist = 4000
var enemy_dist
var enemies = get_tree().get_nodes_in_group("enemy")
for enemy in enemies:
enemy.material = null
enemy_dist = global_position.distance_to(enemy.global_position)
if enemy_dist < least_dist and enemy != prev_target:
least_dist = enemy_dist
target = enemy
func _physics_process(delta):
if target != null and is_instance_valid(target) and not target.dead:
var target_texture = target.get_node("Sprite").frames.get_frame("idle", 0)
@ -20,8 +35,12 @@ func _physics_process(delta):
func area_entered(area):
var parent = area.get_parent()
if parent.is_in_group("enemy"):
if parent.is_in_group("enemy") and parent != prev_target:
prev_target = parent
parent.deal_damage(damage)
parent.frozen = frozen
parent.poisoned = poisoned
if bounced or not ricochet:
call_deferred("free")
choose_target()
bounced = true

View File

@ -13,7 +13,7 @@ var mob_threshold = [5, 7, 10, 7]
func _ready():
Global.playing = true
Global.play_time = .0
Global.play_time = 70
Global.health = 3
Global.add_health(0)