oh fuck im gonna have to learn to clean up previous commits

This commit is contained in:
2025-07-18 23:14:51 +10:00
parent a6c503b8ff
commit 4a26cf0ddb
54 changed files with 1066 additions and 163 deletions

View File

@@ -98,7 +98,7 @@ func process_looking_at_level() -> void:
if tower_preview:
delete_tower_preview()
point = level.flow_field.get_closest_buildable_point(ray_point)
if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost:
if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost or !hero.building_mode:
wall_preview.set_visible(false)
valid_point = false
clear_previous_point()
@@ -132,14 +132,14 @@ func process_looking_at_tower() -> void:
ray_collider.set_color(Color.RED)
ray_collider.set_float(0.0)
if hero.hand.size > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or hero.hand.item_at(hero.hand_selected_index) != tower_preview_card:
if ray_collider != last_tower_base or hero.selected_card != tower_preview_card:
spawn_tower_preview()
func spawn_tower_preview() -> void:
delete_tower_preview()
last_tower_base = ray_collider
var card: Card = hero.hand.item_at(hero.hand_selected_index)
var card: Card = hero.selected_card
tower_preview_card = card
tower_preview = card.turret_scene.instantiate() as Tower
tower_preview.stats = card.tower_stats
@@ -178,21 +178,25 @@ func refund_wall(wall: TowerBase) -> void:
func put_card_in_tower_base(tower_base: TowerBase) -> void:
var energy_cost: int = int(hero.hand.item_at(hero.hand_selected_index).rarity) + 1
if hero.hand.size <= 0:
return
var card: Card = hero.selected_card
var energy_cost: int = int(card.rarity) + 1
energy_cost *= 2
if hero.energy < energy_cost:
return
if hero.hand.size > 0:
if tower_base.has_card:
tower_base.remove_card()
var card: Card = hero.hand.remove_at(hero.hand_selected_index)
hero.card_sprites[hero.hand_selected_index].queue_free()
hero.card_sprites.remove_at(hero.hand_selected_index)
#if !hero.hand.contents.has(card):
hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
hero.discard_pile.add(card)
hero.place_card_audio.play()
hero.energy -= energy_cost
if tower_base.has_card:
tower_base.remove_card()
hero.hand.remove_at(hero.hand.contents.find(card))
hero.check_removal()
#hero.card_sprites[hero.hand_selected_index].queue_free()
#hero.card_sprites.remove_at(hero.hand_selected_index)
#if !hero.hand.contents.has(card):
#hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
hero.discard_pile.add(card)
hero.place_card_audio.play()
hero.energy -= energy_cost
func set_progress_percent(value: float) -> void: