Coins system, and finished mortar

This commit is contained in:
2025-04-30 08:57:16 +02:00
parent 6ffc9d3ba9
commit 7d79d3f60f
15 changed files with 253 additions and 37 deletions

View File

@ -4,6 +4,7 @@ var speed = 0
var health = 0
var shield = 0
var damage = 0
var value = 0
var current_health = 0
var current_shield = 0
@ -12,6 +13,8 @@ var last_position: Vector2 = Vector2.ZERO # for previous position
static var NAMES = ["Forkman", "Cobold", "Ork"]
const COIN = preload("res://Game/Accesories/coin.tscn")
func _ready() -> void:
last_position = get_parent().position
get_node("CharacterBody2D/Area2D").body_entered.connect(Collision_Handler)
@ -54,18 +57,21 @@ func set_character_data():
health = 100
shield = 100
damage = 2
value = 20
"Ork":
self.name = "Ork-" + str(randi())
speed = 80
health = 150
shield = 200
damage = 5
value = 30
"Cobold":
self.name = "Cobold-" + str(randi())
speed = 200
health = 50
shield = 0
damage = 1
value = 10
adjust_speed_of_animation() #adjust animation speed based on the character speed
current_health = health
@ -117,6 +123,10 @@ func enemy_hurt(amount) -> void:
current_health -= amount
if current_health <= 0:
get_parent().get_parent().get_parent().get_node("SidePanel").Update_Coins(value)
var coin = COIN.instantiate()
coin.position = self.global_position
get_parent().get_parent().add_child(coin)
get_parent().queue_free()
else:
adjust_health_bar()