fixed the parity between air and land enemies. +added a lot of new cards

This commit is contained in:
2023-11-11 19:03:01 +11:00
parent afc0a19b36
commit b0f8a37f60
99 changed files with 1795 additions and 188 deletions

View File

@ -35,19 +35,20 @@ func _process(delta: float) -> void:
enemy.stats = enemy_stats
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
path.add_child(enemy)
enemy.movement_controller.path = path.curve
add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
if type == Data.EnemyType.AIR:
var enemy = air_enemy_scene.instantiate() as AirEnemyController
var enemy = air_enemy_scene.instantiate() as EnemyController
var radius = 10.0
var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos = randf_range(0, radius) * random_dir.normalized()
enemy.position = random_pos
enemy.stats = enemy_stats
enemy.destination = dest
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.goal = dest
add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()