Wizard Tower and special effects

This commit is contained in:
2025-04-15 20:32:00 +02:00
parent c4c01800dd
commit 08479e83c1
16 changed files with 302 additions and 20 deletions

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@ -2,16 +2,16 @@
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uid="uid://mmrsjrjxv168"
path="res://.godot/imported/magic.png-3bef2faa4a56a801dd3f3a7c02d600c0.ctex"
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source_file="res://Assets/Bullets/magic.png"
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@ -1,4 +0,0 @@
extends Node2D
func _ready() -> void:
print("ready")

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@ -1 +0,0 @@
uid://b3dcdgqfb5nf3

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@ -3,6 +3,7 @@ extends Node2D
var target
var speed
var hitpoint
var distancetaken = 0
func set_targe(_target : Node2D) -> void:
target = _target
@ -19,17 +20,32 @@ func _process(delta: float) -> void:
var direction = (target.get_parent().get_parent().get_position() - position).normalized()
# Rotate the bullet to face the target
rotation = direction.angle() + deg_to_rad(90)
if name.contains("Arrow"):
rotation = direction.angle() + deg_to_rad(90)
# Move the bullet towards the target
position += direction * speed * delta
distancetaken += (direction * speed * delta).length()
if position.distance_to(target.get_parent().get_parent().position) <= 5:
target_reached()
if distancetaken > 250:
queue_free()
else:
queue_free()
func target_reached() -> void:
var chance = 0
if name.contains("Arrow"): #special effects here!
if randf() < 0.1:
target.get_parent().set_speed(target.get_parent().get_speed() / 2)
pass
if name.contains("Magic"):
if randf() < 0.5:
target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))
target.get_parent().enemy_hurt(hitpoint)
queue_free()

68
Game/Bullets/magic.tscn Normal file
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@ -0,0 +1,68 @@
[gd_scene load_steps=7 format=3 uid="uid://caynrq7jnjlnx"]
[ext_resource type="Texture2D" uid="uid://mmrsjrjxv168" path="res://Assets/Bullets/magic.png" id="1_jjep1"]
[ext_resource type="Script" uid="uid://dqvdgdobuo2rf" path="res://Game/Bullets/bullet.gd" id="1_lj5pp"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_lj5pp"]
size = Vector2(18, 16)
[sub_resource type="Animation" id="Animation_lj5pp"]
resource_name = "rotation"
length = 0.5
markers = [{
"color": Color(1, 1, 1, 1),
"name": &"new_marker",
"time": 0.5
}]
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0.0, 6.28319]
}
[sub_resource type="Animation" id="Animation_0itbo"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_55qby"]
_data = {
&"RESET": SubResource("Animation_0itbo"),
&"rotation": SubResource("Animation_lj5pp")
}
[node name="Magic" type="Node2D"]
script = ExtResource("1_lj5pp")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("RectangleShape2D_lj5pp")
[node name="AnimationPlayer" type="AnimationPlayer" parent="CharacterBody2D"]
libraries = {
&"": SubResource("AnimationLibrary_55qby")
}
autoplay = "rotation"
[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
scale = Vector2(3, 3)
texture = ExtResource("1_jjep1")

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@ -122,6 +122,7 @@ func AnimatedSprite2D_animation_finished() -> void:
if animated_sprite.animation == "hurt":
animated_sprite.play("walk")
func Collision_Handler(body: Node2D):
if body.get_parent().name.contains("StickTrap"):
if not body.get_parent().get_if_moving_state():
@ -140,3 +141,11 @@ func Collision_Handler(body: Node2D):
func get_progress():
return get_parent().get_progress()
func set_progress(amount) -> void:
get_parent().set_progress(amount)
func get_speed():
return speed
func set_speed(nspeed) -> void:
speed = nspeed

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@ -8,7 +8,7 @@ var follower = false
var target = null
const ARROW = preload("res://Game/Bullets/arrow.tscn")
const MAGIC = preload("res://Game/Bullets/magic.tscn")
func _ready() -> void:
follower = true
@ -26,10 +26,13 @@ func _process(delta: float) -> void:
func set_properties() -> void:
if self.name.contains("ArcherTower"):
get_node("Timer").wait_time = 0.8
bulletSpeed = 400
hitpoint = 50
get_node("Timer").wait_time = 0.5
bulletSpeed = 600
hitpoint = 25
if self.name.contains("WizardTower"):
get_node("Timer").wait_time = 2.0
bulletSpeed = 450
hitpoint = 10
func get_if_moving_state():
return follower
@ -43,9 +46,14 @@ func choose_target(body : Node2D) -> void:
if not follower:
var surroinding_enemies = get_node("CharacterBody2D/Area2D").get_overlapping_bodies()
target = surroinding_enemies[0]
for i in surroinding_enemies:
if i.get_parent().get_progress() > target.get_parent().get_progress():
target = i
if self.name.contains("ArcherTower") or self.name.contains("BombTower"):
for i in surroinding_enemies:
if i.get_parent().get_progress() > target.get_parent().get_progress():
target = i
if self.name.contains("WizardTower"):
for i in surroinding_enemies:
if i.get_parent().get_progress() < target.get_parent().get_progress():
target = i
pass
func shoot() -> void:
@ -57,4 +65,12 @@ func shoot() -> void:
arrow.set_targe(target)
arrow.set_hitpoint(hitpoint)
get_parent().add_child(arrow)
if self.name.contains("WizardTower"):
var magic = MAGIC.instantiate()
magic.position = self.position
magic.set_speed(bulletSpeed)
magic.set_targe(target)
magic.set_hitpoint(hitpoint)
get_parent().add_child(magic)
pass

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@ -0,0 +1,89 @@
[gd_scene load_steps=12 format=3 uid="uid://b4e605q60lde4"]
[ext_resource type="Script" uid="uid://dil41a1ymo0ua" path="res://Game/Towers/towers.gd" id="1_grwc8"]
[ext_resource type="Texture2D" uid="uid://dngrpwmj4oedg" path="res://Assets/Towers/S_Fly.png" id="2_grwc8"]
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atlas = ExtResource("2_grwc8")
region = Rect2(0, 0, 96, 96)
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atlas = ExtResource("2_grwc8")
region = Rect2(96, 0, 96, 96)
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atlas = ExtResource("2_grwc8")
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atlas = ExtResource("2_grwc8")
region = Rect2(288, 0, 96, 96)
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atlas = ExtResource("2_grwc8")
region = Rect2(384, 0, 96, 96)
[sub_resource type="AtlasTexture" id="AtlasTexture_pvyvx"]
atlas = ExtResource("2_grwc8")
region = Rect2(480, 0, 96, 96)
[sub_resource type="SpriteFrames" id="SpriteFrames_pvyvx"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_35u2c")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fpdhp")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_mo8k5")
}, {
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"texture": SubResource("AtlasTexture_uxuma")
}, {
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"texture": SubResource("AtlasTexture_l7hme")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_pvyvx")
}],
"loop": true,
"name": &"Default",
"speed": 5.0
}]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_hcema"]
radius = 29.0
height = 88.0
[sub_resource type="CircleShape2D" id="CircleShape2D_c5q70"]
radius = 183.044
[node name="WizardTower" type="Node2D"]
script = ExtResource("1_grwc8")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="CharacterBody2D"]
position = Vector2(1, 13)
scale = Vector2(1.5, 1.5)
sprite_frames = SubResource("SpriteFrames_pvyvx")
animation = &"Default"
autoplay = "Default"
frame_progress = 0.265757
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
position = Vector2(0, 17)
shape = SubResource("CapsuleShape2D_hcema")
[node name="Area2D" type="Area2D" parent="CharacterBody2D"]
position = Vector2(2, 20)
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D/Area2D"]
shape = SubResource("CircleShape2D_c5q70")
[node name="Timer" type="Timer" parent="."]
wait_time = 2.0
autostart = true

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@ -12,10 +12,14 @@ const MINE = preload("res://Game/Traps/mine.tscn")
@onready var archertowerspawn: Button = $HBoxContainer4/HBoxContainer2/Button2
const ARCHER_TOWER = preload("res://Game/Towers/archer_tower.tscn")
@onready var wizardtowerspawn: Button = $HBoxContainer4/HBoxContainer2/Button3
const WIZARD_TOWER = preload("res://Game/Towers/wizard_tower.tscn")
func _ready() -> void:
stickspawner.connect("button_up", Spawn_Stick)
minespawner.connect("button_up", Spawn_Mine)
archertowerspawn.connect("button_down", Spawn_Archer)
archertowerspawn.connect("button_up", Spawn_Archer)
wizardtowerspawn.connect("button_up", Spawn_wizard)
func Update_Lives(lives) -> void:
livelabel.text = "Lives: " + str(lives)
@ -35,3 +39,9 @@ func Spawn_Archer() -> void:
tower.name = "ArcherTower-" + str(randi())
get_parent().add_child(tower)
pass
func Spawn_wizard() -> void:
var tower = WIZARD_TOWER.instantiate()
tower.name = "WizardTower-" + str(randi())
get_parent().add_child(tower)
pass

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@ -15,6 +15,17 @@ run/main_scene="uid://drjcsrjs6uobn"
config/features=PackedStringArray("4.4", "Mobile")
config/icon="res://icon.svg"
[display]
window/size/resizable=false
window/size/borderless=true
window/stretch/aspect="ignore"
window/stretch/scale_mode="integer"
[editor_plugins]
enabled=PackedStringArray("res://addons/gut/plugin.cfg")
[rendering]
textures/canvas_textures/default_texture_filter=0