waited far too long for an initial commit but here we are

This commit is contained in:
2023-11-08 14:28:55 +11:00
commit 0427a58635
299 changed files with 10191 additions and 0 deletions

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extends Node3D
class_name Tower
@export var stats : TowerStats
@export var model : Node3D
var targeted_enemy
var cooldown := 0.0
var other_cooldown := 0.0
func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
func _process(delta: float) -> void:
other_cooldown -= delta
if !targeted_enemy:
acquire_target()
else:
if model.global_position.distance_to(targeted_enemy.global_position) > stats.fire_range:
targeted_enemy = null
if targeted_enemy:
aim()
if other_cooldown <= 0:
shoot()
other_cooldown = cooldown
func shoot():
targeted_enemy.damage(stats.damage)
func aim():
model.look_at(targeted_enemy.global_position)
func acquire_target():
var most_progressed_enemy = null
for enemy in get_tree().get_nodes_in_group("Enemies"):
if model.global_position.distance_to(enemy.global_position) > stats.fire_range:
continue
if (most_progressed_enemy == null or enemy.progress >= most_progressed_enemy.progress) and enemy.stats.target_type & stats.can_target:
most_progressed_enemy = enemy
if most_progressed_enemy != null:
targeted_enemy = most_progressed_enemy