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6 Commits
v0.4.0-rel
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| Author | SHA1 | Date | |
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| 1e730e8321 | |||
| eb177adffe | |||
| b7ed9461a3 | |||
| 11b1745c9d | |||
| 89d1f5b4b7 | |||
| 387c91e752 |
@@ -100,4 +100,9 @@ script = ExtResource("5_f7xim")
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critical_zone = true
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critical_zone = true
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metadata/_custom_type_script = "uid://cummt2be3r1gq"
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metadata/_custom_type_script = "uid://cummt2be3r1gq"
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[connection signal="recieved_effect" from="Hitbox" to="StatusEffector" method="add_effect"]
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[connection signal="took_damage" from="Hitbox" to="." method="take_damage"]
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[connection signal="recieved_effect" from="Hitbox2" to="StatusEffector" method="add_effect"]
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[connection signal="took_damage" from="Hitbox2" to="." method="take_damage"]
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[editable path="mdl_skitter"]
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[editable path="mdl_skitter"]
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@@ -1,25 +0,0 @@
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[gd_resource type="Resource" script_class="WaveConfig" format=3 uid="uid://bkcmdtfrhq43v"]
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[ext_resource type="Script" uid="uid://3grc2j4bjrnw" path="res://enemy_group.gd" id="1_bojkk"]
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[ext_resource type="Resource" uid="uid://cvehqh4tt28g7" path="res://Enemies/BabyEyeDog/baby_eye_dog.tres" id="2_a2eo6"]
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[ext_resource type="Script" uid="uid://bp6q371iypd06" path="res://Scripts/wave_config.gd" id="2_ptt5n"]
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[sub_resource type="Resource" id="Resource_crjd6"]
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script = ExtResource("1_bojkk")
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enemy = ExtResource("2_a2eo6")
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count = 40
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metadata/_custom_type_script = "uid://3grc2j4bjrnw"
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[sub_resource type="Resource" id="Resource_llpiq"]
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script = ExtResource("1_bojkk")
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enemy = ExtResource("2_a2eo6")
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count = 20
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metadata/_custom_type_script = "uid://3grc2j4bjrnw"
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[resource]
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script = ExtResource("2_ptt5n")
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enemy_groups = Dictionary[ExtResource("1_bojkk"), int]({
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SubResource("Resource_crjd6"): 0,
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SubResource("Resource_llpiq"): 0
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})
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metadata/_custom_type_script = "uid://bp6q371iypd06"
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@@ -3,6 +3,7 @@ extends HeroState
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func enter_state() -> void:
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func enter_state() -> void:
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hero.hud.unset_hover_text()
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hero.hud.set_currencies_visible(false)
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hero.hud.set_currencies_visible(false)
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hero.left_hand_model.visible = false
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hero.left_hand_model.visible = false
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if hero.weapons[hero.equipped_weapon]:
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if hero.weapons[hero.equipped_weapon]:
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@@ -120,7 +120,7 @@ func process_looking_at_tower() -> void:
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point = ray_collider.point
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point = ray_collider.point
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if last_point != point:
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if last_point != point:
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clear_previous_point()
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clear_previous_point()
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last_point = null
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wall_preview.set_visible(false)
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wall_preview.set_visible(false)
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ray_collider.set_color(Color.RED)
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ray_collider.set_color(Color.RED)
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ray_collider.set_float(0.0)
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ray_collider.set_float(0.0)
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@@ -13,14 +13,6 @@ func _ready() -> void:
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button.hover_text = tr("PROMPT_RADIO_INTERACT")
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button.hover_text = tr("PROMPT_RADIO_INTERACT")
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func get_faction_cards(faction: Card.Faction) -> Array[Card]:
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var valid_cards: Array[Card] = []
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for card: Card in Data.cards:
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if card.faction == faction:
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valid_cards.append(card)
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return valid_cards
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func generate_rarity() -> int:
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func generate_rarity() -> int:
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var weight_total: int = 0
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var weight_total: int = 0
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for rarity: String in Data.Rarity:
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for rarity: String in Data.Rarity:
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@@ -43,7 +35,7 @@ func randomize_cards(faction: Card.Faction) -> void:
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var pos_x: float = 0.0
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var pos_x: float = 0.0
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for x: int in cards_to_spawn:
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for x: int in cards_to_spawn:
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var decided_rarity: int = generate_rarity()
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var decided_rarity: int = generate_rarity()
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var card_choices: Array[Card] = get_faction_cards(faction)
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var card_choices: Array[Card] = Card.get_faction_cards(faction)
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var card_array: Array = []
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var card_array: Array = []
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var cards_chosen: bool = false
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var cards_chosen: bool = false
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while !cards_chosen:
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while !cards_chosen:
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@@ -76,7 +68,7 @@ func find_cards(faction: Card.Faction, rarity: Data.Rarity, allowed_cards: Array
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decided_rarity = generate_rarity()
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decided_rarity = generate_rarity()
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var card_choices: Array[Card] = allowed_cards
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var card_choices: Array[Card] = allowed_cards
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if !card_choices:
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if !card_choices:
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card_choices = get_faction_cards(faction)
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card_choices = Card.get_faction_cards(faction)
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var cards: Array[Card] = []
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var cards: Array[Card] = []
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var valid_cards_found: bool = false
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var valid_cards_found: bool = false
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var testing_rarity: int = decided_rarity
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var testing_rarity: int = decided_rarity
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@@ -7,6 +7,13 @@ enum Faction {
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MAGE = 2,
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MAGE = 2,
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}
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}
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static func get_faction_cards(faction: Card.Faction) -> Array[Card]:
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var valid_cards: Array[Card] = []
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for card: Card in Data.cards:
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if card.faction == faction:
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valid_cards.append(card)
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return valid_cards
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@export var cost: int
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@export var cost: int
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@export var rarity: Data.Rarity
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@export var rarity: Data.Rarity
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@export var faction: Faction
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@export var faction: Faction
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@@ -157,7 +157,7 @@ func level_selected(level: LevelConfig, side: int) -> void:
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gamemode.rng_seed = generate_seed() if gamemode.endless else level.game_seed
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gamemode.rng_seed = generate_seed() if gamemode.endless else level.game_seed
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gamemode.daily = false
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gamemode.daily = false
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if gamemode.endless:
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if gamemode.endless:
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level.allowed_cards = level.hero_class.deck
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level.allowed_cards = Card.get_faction_cards(level.hero_class.faction)
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level.waves = []
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level.waves = []
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game.level_config = level
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game.level_config = level
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if !gamemode.multiplayer:
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if !gamemode.multiplayer:
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@@ -11,9 +11,10 @@ signal closed()
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("Pause"):
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if event.is_action_pressed("Pause") or event.is_action_pressed("Show Wave Preview"):
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queue_free()
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queue_free()
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closed.emit()
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closed.emit()
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get_viewport().set_input_as_handled()
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func set_waves(waves: Array[WaveConfig], starting_wave_number: int) -> void:
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func set_waves(waves: Array[WaveConfig], starting_wave_number: int) -> void:
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Reference in New Issue
Block a user