looping music , transition speed up, enemy spped up

This commit is contained in:
GameJammer
2023-09-14 20:47:37 -07:00
parent af3fc06e12
commit 549aa9f7ac
20 changed files with 428 additions and 417 deletions

View File

@@ -16,46 +16,46 @@ public partial class GodCircuit : Node3D
private void OnHit(Node3D node)
{
if (node is Character character && character.HasMethod(Character.MethodName.OnHit))
{
GD.Print("Player hit: " + character.Name);
character.Call(Character.MethodName.OnHit, node);
}
else
{
var hpComponent = GetNode<HealthPoints>("HP Component");
if (hpComponent.CurrentHP > 0)
{
GD.Print("Hit");
_animationPlayer.Play("OnHit");
hpComponent.TakeDamage(1);
EmitSignal(SignalName.OnEnemyBossHit, hpComponent.CurrentHP);
if (node is Character character && character.HasMethod(Character.MethodName.OnHit))
{
GD.Print("Player hit: " + character.Name);
character.Call(Character.MethodName.OnHit, node);
}
else
{
var hpComponent = GetNode<HealthPoints>("HP Component");
if (hpComponent.CurrentHP > 0)
{
GD.Print("Hit");
_animationPlayer.Play("OnHit");
hpComponent.TakeDamage(1);
EmitSignal(SignalName.OnEnemyBossHit, hpComponent.CurrentHP);
if (hpComponent.CurrentHP <= 0)
{
EmitSignal(SignalName.DestroyRemainingOrbs);
_animationPlayer.Play("OnDeath");
_animationPlayer.AnimationFinished += OnGameFinished;
}
}
}
if (hpComponent.CurrentHP <= 0)
{
EmitSignal(SignalName.DestroyRemainingOrbs);
_animationPlayer.Play("OnDeath");
_animationPlayer.AnimationFinished += OnGameFinished;
}
}
}
}
private void OnBossOrbDestroyed()
{
var hpComponent = GetNode<HealthPoints>("HP Component");
_animationPlayer.Play("OnHit");
hpComponent.TakeDamage(60);
EmitSignal(SignalName.OnEnemyBossHit, hpComponent.CurrentHP);
var hpComponent = GetNode<HealthPoints>("HP Component");
_animationPlayer.Play("OnHit");
hpComponent.TakeDamage(60);
EmitSignal(SignalName.OnEnemyBossHit, hpComponent.CurrentHP);
if (hpComponent.CurrentHP <= 0)
hpComponent.CurrentHP = 1;
if (hpComponent.CurrentHP <= 0)
hpComponent.CurrentHP = 1;
}
private void OnGameFinished(StringName animationName)
{
GD.Print("On game ending");
EmitSignal(SignalName.OnGameEnding);
QueueFree();
GD.Print("On game ending");
EmitSignal(SignalName.OnGameEnding);
QueueFree();
}
}

View File

@@ -4,22 +4,22 @@ using System.Linq;
public partial class MeleeEnemy : BasicEnemy
{
[Export]
private float _speed = 0.4f;
private float _speed = 0.8f;
private bool _targetingPlayer = false;
[Export]
private double _distanceToPlayer = 3;
private double _distanceToPlayer = 4;
public override void _PhysicsProcess(double delta)
{
var players = GetTree().GetNodesInGroup("Player").Cast<Character>();
if (players.Any())
{
var target = players.OrderBy(x => Position.DistanceTo(x.Position)).FirstOrDefault();
if (_targetingPlayer || Position.DistanceTo(target.Position) < _distanceToPlayer)
{
Position = Position.MoveToward(target.Position, _speed * (float)delta);
_targetingPlayer = true;
}
}
var players = GetTree().GetNodesInGroup("Player").Cast<Character>();
if (players.Any())
{
var target = players.OrderBy(x => Position.DistanceTo(x.Position)).FirstOrDefault();
if (_targetingPlayer || Position.DistanceTo(target.Position) < _distanceToPlayer)
{
Position = Position.MoveToward(target.Position, _speed * (float)delta);
_targetingPlayer = true;
}
}
}
}
}