first draft of the new card gameplay

This commit is contained in:
2025-06-26 02:32:45 +10:00
parent 0cd8715468
commit a6c503b8ff
32 changed files with 388 additions and 179 deletions

View File

@@ -2,7 +2,6 @@ class_name PathEditTool
extends Node3D
@export var hero: Hero
@export var inventory: Inventory
@export var ray: RayCast3D
@export var wall_preview: TowerBase
@export var progress_bar: TextureProgressBar
@@ -13,6 +12,7 @@ var point: FlowNode
var obstacle_last_point: int = -1
var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
var tower_preview: Tower
var tower_preview_card: Card
var ray_collider: Object
var ray_point: Vector3
var last_point: FlowNode
@@ -38,7 +38,7 @@ func _process(delta: float) -> void:
if interact_key_held:
if !interacted_once:
if valid_point and hero.currency >= Data.wall_cost and ray_collider and point.buildable:
if valid_point and hero.energy >= Data.wall_cost and ray_collider and point.buildable:
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
wall_preview.set_float(interact_held_time / interact_hold_time)
@@ -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.currency < Data.wall_cost:
if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost:
wall_preview.set_visible(false)
valid_point = false
clear_previous_point()
@@ -131,15 +131,16 @@ func process_looking_at_tower() -> void:
wall_preview.set_visible(false)
ray_collider.set_color(Color.RED)
ray_collider.set_float(0.0)
if inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != inventory.contents.keys()[hero.inventory_selected_index]:
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:
spawn_tower_preview()
func spawn_tower_preview() -> void:
delete_tower_preview()
last_tower_base = ray_collider
var card: Card = inventory.contents.keys()[hero.inventory_selected_index]
var card: Card = hero.hand.item_at(hero.hand_selected_index)
tower_preview_card = card
tower_preview = card.turret_scene.instantiate() as Tower
tower_preview.stats = card.tower_stats
tower_preview.position = Vector3.UP
@@ -152,6 +153,7 @@ func delete_tower_preview() -> void:
if is_instance_valid(tower_preview):
tower_preview.queue_free()
tower_preview = null
tower_preview_card = null
func interact() -> void:
@@ -161,8 +163,8 @@ func interact() -> void:
func build_wall() -> void:
if point and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
if point and valid_point and hero.energy >= Data.wall_cost:
hero.energy -= Data.wall_cost
level.set_wall(point, multiplayer.get_unique_id())
wall_preview.visible = false
@@ -176,14 +178,21 @@ func refund_wall(wall: TowerBase) -> void:
func put_card_in_tower_base(tower_base: TowerBase) -> void:
if tower_base.has_card:
tower_base.remove_card()
elif inventory.size > 0:
var card: Card = inventory.remove_at(hero.inventory_selected_index)
if !inventory.contents.has(card):
hero.decrement_selected()
var energy_cost: int = int(hero.hand.item_at(hero.hand_selected_index).rarity) + 1
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
func set_progress_percent(value: float) -> void: