dev-health-attack2 #66

Merged
Snoweuph merged 3 commits from dev-health-attack2 into dev-base 2023-04-23 13:25:39 +00:00
4 changed files with 12 additions and 10 deletions
Showing only changes of commit 71e3b6ae4a - Show all commits

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@ -8,6 +8,7 @@ class_name Bunny
@export var speed := 3.0 @export var speed := 3.0
var health : int var health : int
var damage : int
var team : int var team : int
var player : Node2D var player : Node2D
@ -72,12 +73,12 @@ func update_target_pos():
agent.target_position = Vector2(player.global_position) + Vector2(randf() - 0.5 , randf() - 0.5) * 2 * random_goal_spread_factor agent.target_position = Vector2(player.global_position) + Vector2(randf() - 0.5 , randf() - 0.5) * 2 * random_goal_spread_factor
pass pass
func damage(damage_amount : int): func take_damage(damage_amount : int):
health -= damage_amount health -= damage_amount
if(health <= 0): on_death() if(health <= 0): on_death()
pass pass
func heal(health_amount : int): func get_heal(health_amount : int):
self.health += health_amount self.health += health_amount
pass pass

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@ -6,16 +6,17 @@ class_name BunnyGenerator
@export var player_save_distance : float = 400 @export var player_save_distance : float = 400
@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path) @onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
func spawn_bunny(pos : Vector2, team : int, health : int) -> Bunny: func spawn_bunny(pos : Vector2, team : int, health : int, damage : int) -> Bunny:
var bunny = BunnyPrefab.instantiate() var bunny = BunnyPrefab.instantiate()
self.add_child(bunny) self.add_child(bunny)
bunny.global_position = pos bunny.global_position = pos
bunny.health = health bunny.health = health
bunny.damage = damage
bunny.team = team bunny.team = team
bunny.player = player bunny.player = player
return bunny return bunny
func spawn_wave(free_tiles : Array, team: int, amount : int, health : int) -> Array: func spawn_wave(free_tiles : Array, team: int, amount : int, health : int, damage : int) -> Array:
var bunnys = [] var bunnys = []
# Make Sure that no possitions to near to the player are insdie of the list # Make Sure that no possitions to near to the player are insdie of the list
@ -27,19 +28,19 @@ func spawn_wave(free_tiles : Array, team: int, amount : int, health : int) -> Ar
for i in amount: for i in amount:
var pos = free_tiles.pick_random() var pos = free_tiles.pick_random()
free_tiles.erase(pos) free_tiles.erase(pos)
var bunny = spawn_bunny(pos, team, health) var bunny = spawn_bunny(pos, team, health, damage)
bunnys.push_back(bunny) bunnys.push_back(bunny)
return bunnys return bunnys
func spawn_batched_wave(batch_size : float, batch_delay: float, free_tiles : Array, team: int, amount : int, health : int) -> Array: func spawn_batched_wave(batch_size : float, batch_delay: float, free_tiles : Array, team: int, amount : int, health : int, damage : int) -> Array:
var bunnys = [] var bunnys = []
var batch_count = ceil(amount / batch_size) var batch_count = ceil(amount / batch_size)
var actual_batch_size = floor(amount / batch_count) var actual_batch_size = floor(amount / batch_count)
var last_batch_size = amount - batch_size * batch_count var last_batch_size = amount - batch_size * batch_count
for s in batch_count: for s in batch_count:
bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health) bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health, damage)
await get_tree().create_timer(batch_delay).timeout await get_tree().create_timer(batch_delay).timeout
bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health) bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health, damage)
await get_tree().create_timer(batch_delay).timeout await get_tree().create_timer(batch_delay).timeout
return bunnys return bunnys

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@ -17,7 +17,7 @@ func _process(_delta):
if bunnys.size() == 0 and !in_wave_gen: if bunnys.size() == 0 and !in_wave_gen:
in_wave_gen = true in_wave_gen = true
wave += 1 wave += 1
bunnys = await bunny_generator.spawn_batched_wave(25, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 250, 3) bunnys = await bunny_generator.spawn_batched_wave(25, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 250, 3, 1)
for bunny in bunnys: for bunny in bunnys:
bunny.sub_on_death(func(bunny): bunnys.erase(bunny)) bunny.sub_on_death(func(bunny): bunnys.erase(bunny))
bunny.sub_on_death(func(bunny): bunny.queue_free()) bunny.sub_on_death(func(bunny): bunny.queue_free())

View file

@ -30,7 +30,7 @@ func _on_collision(body):
queue_free() queue_free()
if collided_layer & bunny_collision_layer: if collided_layer & bunny_collision_layer:
var bunny = body as Bunny var bunny = body as Bunny
bunny.damage(damage) bunny.take_damage(damage)
queue_free() queue_free()
pass pass