moved to new understanding of what a wave is
This commit is contained in:
36
PCs/hud.gd
36
PCs/hud.gd
@@ -36,7 +36,6 @@ extends CanvasLayer
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var last_lives_count: int = Data.starting_lives
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var enemy_names: Array[String]
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var map_anchor: Node3D
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var cards: Array[EnemyCardUI] = []
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var feature_preview_tween: Tween
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var enemy_count: int = 0
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@@ -90,38 +89,6 @@ func set_blank_cassette_count(value: int) -> void:
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blank_cassette_label.text = str(value)
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func show_wave_generation_anim(wave: Wave) -> void:
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for card: EnemyCardUI in cards:
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card.queue_free()
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cards = []
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var x: int = 0
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var final_x_coords: Array[int] = [-550, -275, 0, 275, 550]
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for card: EnemyCard in wave.enemy_groups:
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var card_ui: EnemyCardUI = enemy_card_scene.instantiate()
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card_ui.set_enemy(card)
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add_child(card_ui)
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cards.append(card_ui)
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#$Control.add_child(card_ui)
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card_ui.position = $Control2.position
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var i: int = 0
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var j: int = 0
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for card: EnemyCardUI in cards:
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var anchor: Vector2 = $Control3.position
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anchor -= Vector2(int(card.get_child(0).size.x / 2.0), int(card.get_child(0).size.y / 2.0))
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anchor.x += final_x_coords[i]
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var tween: Tween = create_tween()
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tween.tween_interval((0.3 * j) + (1.4 * int(j / 5.0)))
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tween.tween_property(card, "position", anchor, 0.3)
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tween.tween_interval(3.0)
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tween.tween_property(card, "position", anchor + Vector2.UP * 700, 0.5)
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_QUINT)
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i += 1
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if i >= final_x_coords.size():
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i = 0
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j += 1
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func set_energy_visible(value: bool) -> void:
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energy_pips.visible = value
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@@ -222,7 +189,8 @@ func enemy_count_down(enemy: Enemy) -> void:
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enemy_count_label.text = str(enemy_count)
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func set_upcoming_wave(value: Dictionary) -> void:
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#the value dictionary should be enemy titles matched to how many of that enemy
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func set_upcoming_wave(value: Dictionary[String, int]) -> void:
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enemy_count = 0
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var frame_count: int = 0
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enemy_names = []
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