slight gameplay changes and new ui

This commit is contained in:
2025-07-21 05:56:11 +10:00
parent d2dc74d533
commit a452bbb406
53 changed files with 538 additions and 245 deletions

View File

@@ -44,8 +44,9 @@ func _ready() -> void:
version_label.text = "WORK IN PROGRESS | ALPHA - VERSION " + version + " | PLAYTEST"
version_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
version_label.add_theme_font_size_override("font_size", 18)
version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
version_label.theme_type_variation = "VersionLabel"
#version_label.add_theme_font_size_override("font_size", 18)
#version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
version_label.set_anchors_preset(Control.PRESET_TOP_WIDE)
UILayer.add_child(version_label)
Input.set_custom_mouse_cursor(load("res://Assets/Textures/cursor_none.png"), Input.CURSOR_ARROW, Vector2(9, 6))
@@ -59,7 +60,7 @@ func parse_command(text: String, peer_id: int) -> void:
for x: Card in Data.cards:
if x.display_name == gift_name:
gift = x
connected_players_nodes[peer_id].inventory.add(gift)
connected_players_nodes[peer_id].hand.add(gift)
elif text.substr(1, 2) == "tr":
chatbox.append_message("SERVER", Color.TOMATO, "[color=#f7a8b8]t[color=#55cdfc]r[color=#ffffff]a[color=#55cdfc]n[color=#f7a8b8]s [color=#e50000]r[color=#ff8d00]i[color=#ffee00]g[color=#028121]h[color=#004cff]t[color=#760088]s[color=white]!!")
elif text.substr(1, 6) == "length":
@@ -165,8 +166,8 @@ func spawn_enemy_wave() -> void:
for spawn: EnemySpawner in level.enemy_spawns:
spawn.visible = false
spawn.spawn_wave()
for tower_base: TowerBase in level.walls.values():
tower_base.disable_duration_sprites()
#for tower_base: TowerBase in level.walls.values():
#tower_base.disable_duration_sprites()
wave_started.emit()
@@ -240,7 +241,7 @@ func end_wave() -> void:
var player: Hero = connected_players_nodes[peer_id] as Hero
player.hud.set_wave_count(wave)
player.currency += ceili(pot / connected_players_nodes.size())
player.energy = 12
player.energy = Data.player_energy
player.iterate_duration()
player.draw_to_hand_size()
player.unready_self()
@@ -248,7 +249,7 @@ func end_wave() -> void:
spawn.visible = true
for tower_base: TowerBase in level.walls.values():
if tower_base.has_card:
tower_base.enable_duration_sprites()
#tower_base.enable_duration_sprites()
tower_base.iterate_duration()
if is_multiplayer_authority():
if NoiseRandom.randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
@@ -308,7 +309,7 @@ func start() -> void:
spawn_players()
for peer_id: int in connected_players_nodes:
connected_players_nodes[peer_id].currency = ceili(float(Data.starting_cash) / float(connected_players_nodes.size()))
connected_players_nodes[peer_id].energy = 12
connected_players_nodes[peer_id].energy = Data.player_energy
connected_players_nodes[peer_id].draw_pile.shuffle()
connected_players_nodes[peer_id].draw_to_hand_size()