fixed some bugs The Typening caused

This commit is contained in:
2024-03-23 22:36:19 +11:00
parent a93660f755
commit 3c28999cd9
29 changed files with 51 additions and 116 deletions

@ -1,7 +1,7 @@
class_name RocketLauncherTower extends ProjectileTower
var target_max: float = 3
var targets: Array = []
var targets: Array[EnemyController] = []
func _ready() -> void:
@ -21,13 +21,11 @@ func _physics_process(_delta: float) -> void:
if targets.size() < target_max:
acquire_target()
if targets.size() > 0:
var target_list: Array[EnemyController] = targets.duplicate()
for target: EnemyController in target_list:
if !is_instance_valid(target) or !target.alive:
targets.erase(target)
continue
if global_position.distance_to(target.global_position) > target_range:
targets.erase(target)
var valid_targets: Array[EnemyController] = []
for target: EnemyController in targets:
if is_instance_valid(target) and target.alive and global_position.distance_to(target.global_position) < target_range:
valid_targets.append(target)
targets = valid_targets
if targets.size() > 0:
targeted_enemy = targets[0]
networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
@ -40,6 +38,8 @@ func _physics_process(_delta: float) -> void:
func acquire_target() -> void:
var possible_enemies: Array[EnemyController] = []
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if !is_instance_valid(enemy):
continue
if global_position.distance_to(enemy.global_position) > target_range:
continue
if !(enemy.stats.target_type & stats.target_type):

@ -4,7 +4,7 @@
[ext_resource type="Resource" uid="uid://b5pc3frhx467q" path="res://PCs/Mechanic/red.tres" id="2_dbyo0"]
[ext_resource type="PackedScene" uid="uid://ri8r03wqy80t" path="res://Scenes/8_direction_sprite.tscn" id="2_ib0t5"]
[ext_resource type="Texture2D" uid="uid://dkbkam81k355s" path="res://Assets/TextureAtlases/gauntlet.tres" id="3_5myy0"]
[ext_resource type="PackedScene" uid="uid://buvgdem68wtev" path="res://Scenes/Menus/pause_menu.tscn" id="3_avnsx"]
[ext_resource type="PackedScene" uid="uid://buvgdem68wtev" path="res://Scenes/Menus/PauseMenu/pause_menu.tscn" id="3_avnsx"]
[ext_resource type="Script" path="res://PCs/view_movement.gd" id="4_mhexa"]
[ext_resource type="PackedScene" uid="uid://dixtx38u4jhd7" path="res://Scenes/UI/card_hand.tscn" id="4_mwtvp"]
[ext_resource type="PackedScene" uid="uid://dqt1ggtkpkuhs" path="res://Scenes/gauntlet.tscn" id="5_jlxb3"]

@ -39,10 +39,10 @@ func _ready() -> void:
pitch_noise.frequency = 0.03
yaw_noise.frequency = 0.03
roll_noise.frequency = 0.01
var seed: int = randi()
pitch_noise.seed = seed
yaw_noise.seed = seed + 1
roll_noise.seed = seed + 2
var noise_seed: int = randi()
pitch_noise.seed = noise_seed
yaw_noise.seed = noise_seed + 1
roll_noise.seed = noise_seed + 2
func _physics_process(delta: float) -> void:
@ -50,7 +50,6 @@ func _physics_process(delta: float) -> void:
#TODO: maybe make the speed slower/faster on slopes?
var player_speed: float = Vector2(player.velocity.x, player.velocity.z).length()
speed_factor = lerp(speed_factor, player_speed / head_bob_max_effect_speed, 20.0 * delta)
var test: float = 1.0 / 12.5
sample_point += delta * head_bob_frequency * speed_factor
else:
speed_factor = lerp(speed_factor, 0.0, 20.0 * delta)