Mortar first act

This commit is contained in:
2025-04-30 00:46:12 +02:00
parent 01efa79f63
commit 6ffc9d3ba9
23 changed files with 474 additions and 7 deletions

View File

@ -0,0 +1,48 @@
[gd_scene load_steps=7 format=3 uid="uid://uqxd2lii1xba"]
[ext_resource type="Script" uid="uid://dil41a1ymo0ua" path="res://Game/Towers/towers.gd" id="1_bhlym"]
[ext_resource type="Texture2D" uid="uid://dkgih7tl654v1" path="res://Assets/Towers/Mortar part (3).png" id="1_sq58r"]
[ext_resource type="Texture2D" uid="uid://cm33n3xc81rpj" path="res://Assets/Towers/Mortar part (2).png" id="2_bhlym"]
[ext_resource type="Texture2D" uid="uid://cxtluaplpd8hg" path="res://Assets/Towers/Mortar part (1).png" id="3_82ftk"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_cfdf4"]
radius = 29.0
height = 88.0
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bhlym"]
size = Vector2(367.125, 172.25)
[node name="MortarTower" type="Node2D"]
script = ExtResource("1_bhlym")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
position = Vector2(0, 17)
shape = SubResource("CapsuleShape2D_cfdf4")
[node name="Area2D" type="Area2D" parent="CharacterBody2D"]
position = Vector2(2, 20)
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D/Area2D"]
position = Vector2(-1, -68)
shape = SubResource("RectangleShape2D_bhlym")
[node name="MortarPart(3)" type="Sprite2D" parent="CharacterBody2D"]
position = Vector2(0.800001, 18.6)
scale = Vector2(0.4, 0.4)
texture = ExtResource("1_sq58r")
[node name="MortarPart(2)" type="Sprite2D" parent="CharacterBody2D"]
position = Vector2(4.40004, 18)
scale = Vector2(0.4, 0.4)
texture = ExtResource("2_bhlym")
[node name="MortarPart(1)" type="Sprite2D" parent="CharacterBody2D"]
position = Vector2(0.800001, 31.6)
scale = Vector2(0.4, 0.4)
texture = ExtResource("3_82ftk")
[node name="Timer" type="Timer" parent="."]
autostart = true

View File

@ -9,10 +9,11 @@ var target = null
const ARROW = preload("res://Game/Bullets/arrow.tscn")
const MAGIC = preload("res://Game/Bullets/magic.tscn")
const ROCK = preload("res://Game/Bullets/rock.tscn")
func _ready() -> void:
follower = true
get_node("CharacterBody2D/Area2D").connect("body_entered", Callable(self, "choose_target"))
get_node("CharacterBody2D/Area2D").body_entered.connect(choose_target)
get_node("Timer").timeout.connect(shoot)
set_process_input(true)
set_properties()
@ -33,6 +34,9 @@ func set_properties() -> void:
get_node("Timer").wait_time = 2.0
bulletSpeed = 450
hitpoint = 10
if self.name.contains("MortarTower"): #??? not sure if necessary yet
get_node("Timer").wait_time = 5
hitpoint = 10
func get_if_moving_state():
return follower
@ -46,11 +50,11 @@ func choose_target(body : Node2D) -> void:
if not follower:
var surroinding_enemies = get_node("CharacterBody2D/Area2D").get_overlapping_bodies()
target = surroinding_enemies[0]
if self.name.contains("ArcherTower") or self.name.contains("BombTower"):
if self.name.contains("ArcherTower"):
for i in surroinding_enemies:
if i.get_parent().get_progress() > target.get_parent().get_progress():
target = i
if self.name.contains("WizardTower"):
if self.name.contains("WizardTower") or self.name.contains("MortarTower"):
for i in surroinding_enemies:
if i.get_parent().get_progress() < target.get_parent().get_progress():
target = i
@ -60,6 +64,7 @@ func shoot() -> void:
if target != null:
if self.name.contains("ArcherTower"):
var arrow = ARROW.instantiate()
arrow.name = "Arrow" + str(randi())
arrow.position = self.position
arrow.set_speed(bulletSpeed)
arrow.set_targe(target)
@ -68,9 +73,20 @@ func shoot() -> void:
if self.name.contains("WizardTower"):
var magic = MAGIC.instantiate()
magic.name = "Magic" + str(randi())
magic.position = self.position
magic.set_speed(bulletSpeed)
magic.set_targe(target)
magic.set_hitpoint(hitpoint)
get_parent().add_child(magic)
if self.name.contains("MortarTower"):
var rock = ROCK.instantiate()
rock.name = "Rock" + str(randi())
rock.position = self.position
rock.set_speed(bulletSpeed)
rock.set_targe(target)
rock.set_hitpoint(hitpoint)
get_parent().add_child(rock)
pass