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

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@@ -7,6 +7,7 @@ enum Faction {
MAGE = 2,
}
@export var duration: int
@export var rarity: Data.Rarity
@export var faction: Faction
@export var turret_scene: PackedScene

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@@ -22,6 +22,7 @@ var recharging: bool = false
var recharge_speed: float = 0.0
var recharge_acceleration: float = 2.0
var recharge_max_speed: float = 25.0
var duration: int = 0
#var time_since_trigger: float = 0.0

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@@ -6,6 +6,8 @@ var stats: Card
@export var title_text: Label
@export var description: RichTextLabel
@export var target_label: Label
@export var energy_cost: Label
@export var duration: Label
func set_card(value: Card) -> void:
@@ -13,6 +15,17 @@ func set_card(value: Card) -> void:
title_text.text = stats.display_name
target_label.text = str(Data.TargetType.keys()[stats.tower_stats.target_type])
rarity_sprite.region_rect = Rect2(64 * stats.rarity, 0, 64, 64)
if stats.rarity == Data.Rarity.COMMON:
energy_cost.text = "1"
if stats.rarity == Data.Rarity.UNCOMMON:
energy_cost.text = "2"
if stats.rarity == Data.Rarity.RARE:
energy_cost.text = "3"
if stats.rarity == Data.Rarity.EPIC:
energy_cost.text = "4"
if stats.rarity == Data.Rarity.LEGENDARY:
energy_cost.text = "5"
duration.text = str(value.duration)
func process_card_text(card_text: CardText) -> String:

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@@ -18,6 +18,7 @@ enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3}
enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2}
enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4}
static var starting_cash: int = 10
static var wall_cost: int = 1
static var printer_cost: int = 15
static var rarity_weights: Dictionary = {

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@@ -27,7 +27,6 @@ var pot: float
var UILayer: CanvasLayer
var chatbox: Chatbox
var wave_limit: int = 20
var starting_cash: int = 25
var shop_chance: float = 0.0
var stats: RoundStats
@@ -175,6 +174,8 @@ func spawn_enemy_wave() -> void:
#spawn.path.disable_visualization()
spawn.visible = false
spawn.spawn_wave()
for tower_base: TowerBase in level.walls.values():
tower_base.disable_duration_sprites()
wave_started.emit(wave)
@@ -245,10 +246,18 @@ func damage_goal(enemy: Enemy, penalty: int) -> void:
func end_wave() -> void:
for peer_id: int in connected_players_nodes:
connected_players_nodes[peer_id].currency += ceili(pot / connected_players_nodes.size())
connected_players_nodes[peer_id].unready_self()
var player: Hero = connected_players_nodes[peer_id] as Hero
player.currency += ceili(pot / connected_players_nodes.size())
player.energy = 8
player.iterate_duration()
player.draw_to_hand_size()
player.unready_self()
for spawn: EnemySpawner in level.enemy_spawns:
spawn.visible = true
for tower_base: TowerBase in level.walls.values():
if tower_base.has_card:
tower_base.enable_duration_sprites()
tower_base.iterate_duration()
#level.a_star_graph_3d.enable_non_path_tower_frames()
level.enable_non_path_tower_frames()
if is_multiplayer_authority():
@@ -308,7 +317,10 @@ func start() -> void:
#Relies on player list having been decided
spawn_players()
for peer_id: int in connected_players_nodes:
connected_players_nodes[peer_id].currency = ceili(float(starting_cash) / float(connected_players_nodes.size()))
connected_players_nodes[peer_id].currency = ceili(float(Data.starting_cash) / float(connected_players_nodes.size()))
connected_players_nodes[peer_id].energy = 8
connected_players_nodes[peer_id].draw_pile.shuffle()
connected_players_nodes[peer_id].draw_to_hand_size()
#Relies on rng having been seeded
set_upcoming_wave()
@@ -318,7 +330,7 @@ func start() -> void:
level.generate_obstacles()
level.enable_non_path_tower_frames()
#level.a_star_graph_3d.disable_all_tower_frames()
#level.a_star_graph_3d.enable_non_path_tower_frames()z
#level.a_star_graph_3d.enable_non_path_tower_frames()
#level.a_star_graph_3d.find_path()
#Start game

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@@ -5,53 +5,58 @@ signal item_added(item: Item)
signal item_removed(item: Item)
@export var max_size: int = 0
var contents: Dictionary = {}
var shuffle_count: int = 0
var contents: Array[Item] = []
var size: int :
get:
var x: int = 0
for key: Item in contents:
x += contents[key]
return x
set(_value):
return
get:
return contents.size()
func add(item: Item) -> bool:
if item != null and max_size == 0 or size < max_size:
if contents.has(item):
contents[item] += 1
else:
contents[item] = 1
contents.append(item)
item_added.emit(item)
#networked_add.rpc(Data.cards.find(item))
return true
return false
func remove_at(index: int) -> Item:
var item: Item = contents.keys()[index]
contents[item] -= 1
if contents[item] == 0:
contents.erase(item)
item_removed.emit(item)
#networked_remove_at.rpc(index)
func item_at(index: int) -> Item:
#if size == 0:
#return null
var item: Item = contents[index]
return item
@rpc("reliable", "any_peer")
func networked_add(value: int) -> void:
var item: Item = Data.cards[value]
if contents.has(item):
contents[item] += 1
else:
contents[item] = 1
item_added.emit(item)
@rpc("reliable", "any_peer")
func networked_remove_at(value: int) -> void:
var item: Item = contents.keys()[value]
contents[item] -= 1
if contents[item] == 0:
contents.erase(item)
func remove_at(index: int) -> Item:
var item: Item = contents.pop_at(index)
item_removed.emit(item)
return item
func shuffle() -> void:
var new_contents: Array[Item] = []
for x: int in contents.size():
new_contents.append(contents.pop_at(NoiseRandom.randi_in_range(shuffle_count * 9, 0, contents.size() - 1)))
contents = new_contents
#@rpc("reliable", "any_peer")
#func networked_add(value: int) -> void:
#var item: Item = Data.cards[value]
#if contents.has(item):
#contents[item] += 1
#else:
#contents[item] = 1
#item_added.emit(item)
#
#
#@rpc("reliable", "any_peer")
#func networked_remove_at(value: int) -> void:
#var item: Item = contents.keys()[value]
#contents[item] -= 1
#if contents[item] == 0:
#contents.erase(item)
#item_removed.emit(item)

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@@ -58,7 +58,7 @@ func set_wall(point: FlowNode, caller_id: int) -> void:
func remove_wall(point: FlowNode) -> void:
var wall: TowerBase = walls[point]
game_manager.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
#game_manager.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
game_manager.connected_players_nodes[wall.owner_id].unready_self()
walls.erase(point)
wall.queue_free()

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@@ -13,7 +13,7 @@ extends Object
## Takes in wave number and number of players and returns a spawn power value
## intended for passing into the generate_wave method
static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
return (30 * number_of_players) + (6 * wave_number)
return (20 * number_of_players) + (5 * wave_number)
## Takes in wave number and number of players and returns the amount of coins