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3 commits

Author SHA1 Message Date
5e2ca5be83 File cleanup and addition of Buds and Vines, yet to obtain functionality 2025-10-03 11:31:45 +02:00
c73dd1dbd6 Building code cleanup 2025-10-03 11:30:45 +02:00
8e9f7723d9 Made Extra Jump unique
Fixed Boss getting stuck during slam
2025-10-02 19:37:56 +02:00
95 changed files with 601 additions and 105 deletions

View file

@ -13,9 +13,7 @@ var destroyed = false
# also make sure that the buildings are instantiated as children of the grid
func _ready() -> void:
assert(grid != null)
var angle = location.x * TAU / grid.num_collumns; # currently assumes anchor is bottom left
var height = grid.ground_radius + location.y * grid.cell_height;
position = height * Vector2.from_angle(angle)
position = grid.get_world_position(location)
if blocks_area:
grid.buildings.append(self)
@ -27,17 +25,12 @@ func _ready() -> void:
for enemy in enemies:
var oldpos = enemy.position;
enemy.position = get_world_position(oldpos)
enemy.position = grid.get_world_position(oldpos)
if enemy is Platform or enemy is Trap or enemy is Item:
objects.append(enemy)
if "building" in enemy: enemy.building = self
if(enemy.has_method("init_at_horizontal_distortion")):
enemy.init_at_horizontal_distortion(enemy.position.length() / grid.ground_radius)
func get_world_position (local_position: Vector2) -> Vector2:
var height = grid.ground_radius + location.y * grid.cell_height - local_position.y
var angle = (location.x + local_position.x / grid.cell_height) * TAU / grid.num_collumns
return height * Vector2.from_angle(angle)
func overlaps(other : Building):
# heights don't overlap

View file

@ -14,6 +14,7 @@ var target_pos = Vector2.ZERO
var damage = 1
var dead = false
signal grounded
signal slam_step_finished
func choose_next_move() -> String:
if $EnemyHurtbox.hp <= 3 * $EnemyHurtbox.max_hp / 4 and risen == 0:
@ -59,32 +60,32 @@ func slam():
idle_move = false
velocity = up_direction * 500
await get_tree().create_timer(0.6).timeout
damage = 2
velocity = up_direction * -1500
await grounded
$SoundSlam.play()
destroy_below()
await slam_step()
damage = 1
velocity = up_direction * 500
await get_tree().create_timer(0.3).timeout
damage = 2
velocity = up_direction * -1500
await grounded
$SoundSlam.play()
destroy_below()
damage = 1
await slam_step()
velocity = up_direction * 35
await get_tree().create_timer(3).timeout
idle_move = true
attack_ready = true
func slam_step():
damage = 2
velocity = up_direction * -1500
grounded.connect(func(): slam_step_finished.emit())
get_tree().create_timer(1.5).timeout.connect(func(): slam_step_finished.emit())
await slam_step_finished
$SoundSlam.play()
destroy_below()
damage = 1
func destroy_below():
if dead: return
for body in $DestructionChecker.get_overlapping_bodies():
if(body.has_method("destroy")): body.destroy()
func wave():
var angle = atan2(player.position.y, player.position.x)
var dir = randi_range(0, 1) * 2 - 1
var speed = 3000/water.radius_base

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@ -37,7 +37,8 @@ func activate():
assert(false)
func remove(reset_player_active = true):
uses = 0
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uses = 0
if reset_player_active:
player.active_item = null
self.queue_free()

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@ -5,10 +5,10 @@ static var item_pool = ResourceLoader.load("res://items/generic/item_pool.tres",
@export var rarity_bonus : float = 0
@export var guarantee_rare : bool = false
@export var unique_base_chance = 0.08
@export var rare_base_chance = .16
@export var unique_bonus_multiplier = .025
@export var rare_bonus_multiplier = .1
@export var unique_base_chance = 0.24
@export var rare_base_chance = 0
@export var unique_bonus_multiplier = .05
@export var rare_bonus_multiplier = 0
var remove_after_spawn = false

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class_name VineNode extends Node2D
@onready var grid : Grid = %Grid
var grid_position : Vector2
var angular_offset : float
var height_offset : float
var bud : Bud
func _ready() -> void:
position = grid.

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@ -40,6 +40,11 @@ func add_building_to_collumn(building : Building, collumn : int):
add_child(building)
return true
func get_world_position (location: Vector2, offset: Vector2 = Vector2.ZERO) -> Vector2:
var height = ground_radius + location.y * cell_height - offset.y # currently assumes anchor is bottom left
var angle = (location.x + offset.x / cell_height) * TAU / num_collumns
return height * Vector2.from_angle(angle)
# for testing
#func _ready() -> void:
#