added a second slot you can equip a weapon to

This commit is contained in:
2023-11-28 16:52:15 +11:00
parent 66f7131c1b
commit d5d832f3f2
45 changed files with 722 additions and 104 deletions

View File

@ -5,6 +5,7 @@ signal energy_changed(energy)
@export var stats : CardText
@export var animator : AnimationPlayer
@export var recharge_timer : Timer
var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
var hero : Hero
@ -16,6 +17,10 @@ var damage := 0.0
var max_energy := 100.0
var current_energy := 100.0
var energy_cost := 1.0
var recharging := false
var recharge_speed := 0.0
var recharge_acceleration = 2.0
var recharge_max_speed = 20.0
func _ready() -> void:
@ -29,9 +34,13 @@ func set_hero(value):
func _process(delta: float) -> void:
current_energy += 5.0 * delta
if current_energy >= max_energy:
current_energy = max_energy
if recharging:
recharge_speed += recharge_acceleration * delta
if recharge_speed > recharge_max_speed:
recharge_speed = recharge_max_speed
current_energy += recharge_speed * delta
if current_energy >= max_energy:
current_energy = max_energy
energy_changed.emit(current_energy)
if time_since_firing < time_between_shots:
time_since_firing += delta
@ -52,6 +61,7 @@ func hold_trigger():
func release_trigger():
trigger_held = false
recharge_timer.start()
func hold_second_trigger():
@ -72,8 +82,14 @@ func spawn_damage_indicator(pos):
func shoot():
animator.play("shoot")
recharging = false
recharge_timer.stop()
@rpc
func networked_shoot():
animator.play("shoot")
func _on_timer_timeout() -> void:
recharging = true