Merge pull request 'Fix a whole bunch of issues' (#9) from bugfixes into main

Reviewed-on: #9
This commit was merged in pull request #9.
This commit is contained in:
2026-02-14 19:06:42 +11:00
8 changed files with 19 additions and 38 deletions

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@@ -100,4 +100,9 @@ script = ExtResource("5_f7xim")
critical_zone = true critical_zone = true
metadata/_custom_type_script = "uid://cummt2be3r1gq" metadata/_custom_type_script = "uid://cummt2be3r1gq"
[connection signal="recieved_effect" from="Hitbox" to="StatusEffector" method="add_effect"]
[connection signal="took_damage" from="Hitbox" to="." method="take_damage"]
[connection signal="recieved_effect" from="Hitbox2" to="StatusEffector" method="add_effect"]
[connection signal="took_damage" from="Hitbox2" to="." method="take_damage"]
[editable path="mdl_skitter"] [editable path="mdl_skitter"]

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@@ -1,25 +0,0 @@
[gd_resource type="Resource" script_class="WaveConfig" format=3 uid="uid://bkcmdtfrhq43v"]
[ext_resource type="Script" uid="uid://3grc2j4bjrnw" path="res://enemy_group.gd" id="1_bojkk"]
[ext_resource type="Resource" uid="uid://cvehqh4tt28g7" path="res://Enemies/BabyEyeDog/baby_eye_dog.tres" id="2_a2eo6"]
[ext_resource type="Script" uid="uid://bp6q371iypd06" path="res://Scripts/wave_config.gd" id="2_ptt5n"]
[sub_resource type="Resource" id="Resource_crjd6"]
script = ExtResource("1_bojkk")
enemy = ExtResource("2_a2eo6")
count = 40
metadata/_custom_type_script = "uid://3grc2j4bjrnw"
[sub_resource type="Resource" id="Resource_llpiq"]
script = ExtResource("1_bojkk")
enemy = ExtResource("2_a2eo6")
count = 20
metadata/_custom_type_script = "uid://3grc2j4bjrnw"
[resource]
script = ExtResource("2_ptt5n")
enemy_groups = Dictionary[ExtResource("1_bojkk"), int]({
SubResource("Resource_crjd6"): 0,
SubResource("Resource_llpiq"): 0
})
metadata/_custom_type_script = "uid://bp6q371iypd06"

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@@ -3,6 +3,7 @@ extends HeroState
func enter_state() -> void: func enter_state() -> void:
hero.hud.unset_hover_text()
hero.hud.set_currencies_visible(false) hero.hud.set_currencies_visible(false)
hero.left_hand_model.visible = false hero.left_hand_model.visible = false
if hero.weapons[hero.equipped_weapon]: if hero.weapons[hero.equipped_weapon]:

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@@ -120,7 +120,7 @@ func process_looking_at_tower() -> void:
point = ray_collider.point point = ray_collider.point
if last_point != point: if last_point != point:
clear_previous_point() clear_previous_point()
last_point = null
wall_preview.set_visible(false) wall_preview.set_visible(false)
ray_collider.set_color(Color.RED) ray_collider.set_color(Color.RED)
ray_collider.set_float(0.0) ray_collider.set_float(0.0)

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@@ -13,14 +13,6 @@ func _ready() -> void:
button.hover_text = tr("PROMPT_RADIO_INTERACT") button.hover_text = tr("PROMPT_RADIO_INTERACT")
func get_faction_cards(faction: Card.Faction) -> Array[Card]:
var valid_cards: Array[Card] = []
for card: Card in Data.cards:
if card.faction == faction:
valid_cards.append(card)
return valid_cards
func generate_rarity() -> int: func generate_rarity() -> int:
var weight_total: int = 0 var weight_total: int = 0
for rarity: String in Data.Rarity: for rarity: String in Data.Rarity:
@@ -43,7 +35,7 @@ func randomize_cards(faction: Card.Faction) -> void:
var pos_x: float = 0.0 var pos_x: float = 0.0
for x: int in cards_to_spawn: for x: int in cards_to_spawn:
var decided_rarity: int = generate_rarity() var decided_rarity: int = generate_rarity()
var card_choices: Array[Card] = get_faction_cards(faction) var card_choices: Array[Card] = Card.get_faction_cards(faction)
var card_array: Array = [] var card_array: Array = []
var cards_chosen: bool = false var cards_chosen: bool = false
while !cards_chosen: while !cards_chosen:
@@ -76,7 +68,7 @@ func find_cards(faction: Card.Faction, rarity: Data.Rarity, allowed_cards: Array
decided_rarity = generate_rarity() decided_rarity = generate_rarity()
var card_choices: Array[Card] = allowed_cards var card_choices: Array[Card] = allowed_cards
if !card_choices: if !card_choices:
card_choices = get_faction_cards(faction) card_choices = Card.get_faction_cards(faction)
var cards: Array[Card] = [] var cards: Array[Card] = []
var valid_cards_found: bool = false var valid_cards_found: bool = false
var testing_rarity: int = decided_rarity var testing_rarity: int = decided_rarity

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@@ -7,6 +7,13 @@ enum Faction {
MAGE = 2, MAGE = 2,
} }
static func get_faction_cards(faction: Card.Faction) -> Array[Card]:
var valid_cards: Array[Card] = []
for card: Card in Data.cards:
if card.faction == faction:
valid_cards.append(card)
return valid_cards
@export var cost: int @export var cost: int
@export var rarity: Data.Rarity @export var rarity: Data.Rarity
@export var faction: Faction @export var faction: Faction

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@@ -157,7 +157,7 @@ func level_selected(level: LevelConfig, side: int) -> void:
gamemode.rng_seed = generate_seed() if gamemode.endless else level.game_seed gamemode.rng_seed = generate_seed() if gamemode.endless else level.game_seed
gamemode.daily = false gamemode.daily = false
if gamemode.endless: if gamemode.endless:
level.allowed_cards = level.hero_class.deck level.allowed_cards = Card.get_faction_cards(level.hero_class.faction)
level.waves = [] level.waves = []
game.level_config = level game.level_config = level
if !gamemode.multiplayer: if !gamemode.multiplayer:

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@@ -11,9 +11,10 @@ signal closed()
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("Pause"): if event.is_action_pressed("Pause") or event.is_action_pressed("Show Wave Preview"):
queue_free() queue_free()
closed.emit() closed.emit()
get_viewport().set_input_as_handled()
func set_waves(waves: Array[WaveConfig], starting_wave_number: int) -> void: func set_waves(waves: Array[WaveConfig], starting_wave_number: int) -> void: