Implement igniting bow arrows

pull/42/head
HumanoidSandvichDispenser 2024-06-24 16:08:53 -07:00
parent de5dc20013
commit 9c260c26a9
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
6 changed files with 189 additions and 12 deletions

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Width:  |  Height:  |  Size: 379 B

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@ -0,0 +1,34 @@
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importer="texture"
type="CompressedTexture2D"
uid="uid://dj1vsctgh1scr"
path="res://.godot/imported/flame.png-e7b2d4c51e3e9c0041d6294e9c805c89.ctex"
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dest_files=["res://.godot/imported/flame.png-e7b2d4c51e3e9c0041d6294e9c805c89.ctex"]
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@ -8,19 +8,33 @@ public partial class Bow : ProjectileSpawner
protected Area2D _ignitionArea;
protected override void SpawnProjectile(Scenes.Map map,
protected override Entities.Projectile SpawnProjectile(Scenes.Map map,
Vector2 direction, float velocityModifier = 1)
{
base.SpawnProjectile(map, direction, velocityModifier);
var projectile = base.SpawnProjectile(map, direction, velocityModifier);
if (_isOnFire)
{
GetNode<AnimatedSprite2D>("%Flame").Visible = false;
// TODO: instead of doing 1.5x damage, create an "On Fire" debuff
projectile.Hitbox.Damage *= 1.5f;
_isOnFire = false;
}
return projectile;
}
public override void _Ready()
{
base._Ready();
_ignitionArea = GetNode<Area2D>("IgnitionArea");
_ignitionArea.AreaEntered += (Area2D area) =>
var onAreaEntered = (Area2D area) =>
{
_isOnFire = false;
GetNode<AnimatedSprite2D>("%Flame").Visible = true;
_isOnFire = true;
};
_ignitionArea.Connect(
Area2D.SignalName.AreaEntered,
Callable.From(onAreaEntered));
}
}

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@ -1,15 +1,73 @@
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[ext_resource type="Script" path="res://Items/Weapons/ProjectileSpawner.cs" id="1_76bur"]
[ext_resource type="Script" path="res://Items/Weapons/Bow.cs" id="1_ikgu2"]
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[ext_resource type="Script" path="res://State/Weapon/RangedFireState.cs" id="4_moo4d"]
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region = Rect2(48, 0, 8, 8)
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"duration": 1.0,
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"name": &"default",
"speed": 10.0
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resource_name = "RESET"
@ -25,6 +83,30 @@ tracks/0/keys = {
"update": 1,
"values": [0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Anchor/Flame:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(15, -8)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Anchor/Flame:visible")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [false]
}
[sub_resource type="Animation" id="Animation_8qr8x"]
resource_name = "charge"
@ -56,6 +138,18 @@ tracks/1/keys = {
"times": PackedFloat32Array(0)
}
tracks/1/use_blend = true
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Anchor/Flame:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [Vector2(15, -8), Vector2(14, -8), Vector2(13, -8), Vector2(12, -8), Vector2(11, -8), Vector2(9, -8)]
}
[sub_resource type="Animation" id="Animation_bejvb"]
resource_name = "fire"
@ -86,6 +180,30 @@ tracks/1/keys = {
"times": PackedFloat32Array(0)
}
tracks/1/use_blend = true
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Anchor/Flame:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(15, -8)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Anchor/Flame:visible")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [false]
}
[sub_resource type="Animation" id="Animation_riv7t"]
resource_name = "idle"
@ -112,19 +230,17 @@ _data = {
[sub_resource type="CircleShape2D" id="CircleShape2D_6b356"]
[node name="Bow" type="Node2D" node_paths=PackedStringArray("StateMachine")]
[node name="Bow" type="Node2D"]
y_sort_enabled = true
script = ExtResource("1_76bur")
script = ExtResource("1_ikgu2")
Projectile = ExtResource("2_mvw0j")
ChargeTime = 0.5
StateMachine = NodePath("StateMachine")
Damage = 20.0
UseTime = 0.5
Knockback = 64.0
InitialVelocity = 200.0
ShouldFreezeAngleOnUse = false
PlayerLevelGain = 1.0
Metadata = ExtResource("3_j7q7r")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
script = ExtResource("3_pg4gy")
@ -166,6 +282,18 @@ centered = false
offset = Vector2(-8, -16)
hframes = 8
[node name="Flame" type="AnimatedSprite2D" parent="Anchor"]
unique_name_in_owner = true
visible = false
position = Vector2(15, -8)
sprite_frames = SubResource("SpriteFrames_b2khh")
autoplay = "default"
[node name="PointLight2D" type="PointLight2D" parent="Anchor/Flame"]
color = Color(1, 0.8, 0.701961, 1)
texture = ExtResource("9_tk6lc")
texture_scale = 0.13
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_5vx8d")

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@ -33,7 +33,7 @@ public partial class ProjectileSpawner : Ranged
}
}
protected virtual void SpawnProjectile(Scenes.Map map,
protected virtual Entities.Projectile SpawnProjectile(Scenes.Map map,
Vector2 direction, float velocityModifier = 1)
{
var projectile = map.SpawnEntity<Entities.Projectile>(Projectile);
@ -70,6 +70,7 @@ public partial class ProjectileSpawner : Ranged
}
}
return projectile;
}
public override void Attack()