Exp system implementation (not yet affecting stats)
This commit is contained in:
@@ -23,6 +23,9 @@ namespace GameJamDungeon
|
||||
[Export]
|
||||
public int MaxDefense { get; set; }
|
||||
|
||||
[Export]
|
||||
public int ExpFromDefeat { get; set; }
|
||||
|
||||
[Export]
|
||||
public double Luck { get; set; } = 0.05f;
|
||||
|
||||
|
||||
@@ -12,6 +12,7 @@ CurrentAttack = 20
|
||||
CurrentDefense = 11
|
||||
MaxAttack = 20
|
||||
MaxDefense = 11
|
||||
ExpFromDefeat = 10
|
||||
Luck = 0.05
|
||||
TelluricResistance = 0.0
|
||||
AeolicResistance = 0.0
|
||||
|
||||
@@ -12,6 +12,7 @@ CurrentAttack = 20
|
||||
CurrentDefense = 10
|
||||
MaxAttack = 20
|
||||
MaxDefense = 10
|
||||
ExpFromDefeat = 8
|
||||
Luck = 0.05
|
||||
TelluricResistance = 0.0
|
||||
AeolicResistance = 0.0
|
||||
|
||||
@@ -173,6 +173,12 @@ public partial class Game : Node3D, IGame
|
||||
}
|
||||
|
||||
private void OnEnemyDefeated(Vector3 vector, EnemyStatResource resource)
|
||||
{
|
||||
GameRepo.PlayerData.SetCurrentExp(GameRepo.PlayerData.CurrentExp.Value + resource.ExpFromDefeat);
|
||||
DropRestorative(vector);
|
||||
}
|
||||
|
||||
private void DropRestorative(Vector3 vector)
|
||||
{
|
||||
var restorativeScene = GD.Load<PackedScene>("res://src/items/restorative/Restorative.tscn");
|
||||
var restorative = restorativeScene.Instantiate<Restorative>();
|
||||
|
||||
@@ -244,7 +244,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
|
||||
|
||||
private void PopulatePlayerInfo()
|
||||
{
|
||||
FloorLabel.Text = $"Level {GameRepo.CurrentFloor:D2}";
|
||||
FloorLabel.Text = $"Floor {GameRepo.CurrentFloor:D2}";
|
||||
|
||||
if (ItemSlots.Any())
|
||||
{
|
||||
|
||||
@@ -158,8 +158,8 @@ tracks/1/keys = {
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_eivo2"]
|
||||
_data = {
|
||||
"RESET": SubResource("Animation_dg155"),
|
||||
"status_up": SubResource("Animation_7by7u")
|
||||
&"RESET": SubResource("Animation_dg155"),
|
||||
&"status_up": SubResource("Animation_7by7u")
|
||||
}
|
||||
|
||||
[node name="InventoryMenu" type="Control"]
|
||||
@@ -552,5 +552,5 @@ layout_mode = 2
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
unique_name_in_owner = true
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_eivo2")
|
||||
&"": SubResource("AnimationLibrary_eivo2")
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using Chickensoft.GodotNodeInterfaces;
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.SaveFileBuilder;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
|
||||
namespace GameJamDungeon
|
||||
{
|
||||
@@ -18,6 +19,8 @@ namespace GameJamDungeon
|
||||
|
||||
public void ApplyCentralImpulseToPlayer(Vector3 velocity);
|
||||
|
||||
public void LevelUp();
|
||||
|
||||
event Player.InventoryButtonPressedEventHandler InventoryButtonPressed;
|
||||
event Player.MinimapButtonHeldEventHandler MinimapButtonHeld;
|
||||
event Player.PauseButtonPressedEventHandler PauseButtonPressed;
|
||||
@@ -81,9 +84,21 @@ namespace GameJamDungeon
|
||||
private float _knockbackStrength = 0.0f;
|
||||
private Vector3 _knockbackDirection = Vector3.Zero;
|
||||
|
||||
private Dictionary<int, int> _expToNextLevel;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
AnimationPlayer.AnimationFinished += OnAnimationFinished;
|
||||
_expToNextLevel = new Dictionary<int, int>
|
||||
{
|
||||
{ 2, 12 },
|
||||
{ 3, 39 },
|
||||
{ 4, 87 },
|
||||
{ 5, 162 },
|
||||
{ 6, 270 },
|
||||
{ 7, 417 },
|
||||
{ 8, 609 }
|
||||
};
|
||||
}
|
||||
|
||||
public void Setup()
|
||||
@@ -128,6 +143,7 @@ namespace GameJamDungeon
|
||||
|
||||
PlayerData.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
|
||||
PlayerData.CurrentHP.Sync += CurrentHP_Sync;
|
||||
PlayerData.CurrentExp.Sync += CurrentEXP_Sync;
|
||||
|
||||
HealthTimer.WaitTime = _healthTimerWaitTime;
|
||||
}
|
||||
@@ -170,6 +186,16 @@ namespace GameJamDungeon
|
||||
SetPhysicsProcess(true);
|
||||
}
|
||||
|
||||
public void LevelUp()
|
||||
{
|
||||
var nextLevel = PlayerData.CurrentLevel.Value + 1;
|
||||
var expToNextLevel = _expToNextLevel[nextLevel];
|
||||
var newCurrentExp = Mathf.Max(PlayerData.CurrentExp.Value - PlayerData.ExpToNextLevel.Value, 0);
|
||||
PlayerData.SetCurrentLevel(nextLevel);
|
||||
PlayerData.SetExpToNextLevel(expToNextLevel);
|
||||
PlayerData.SetCurrentExp(newCurrentExp);
|
||||
}
|
||||
|
||||
public override void _UnhandledInput(InputEvent @event)
|
||||
{
|
||||
if (@event.IsActionPressed(GameInputs.Inventory))
|
||||
@@ -316,5 +342,11 @@ namespace GameJamDungeon
|
||||
if (newHealth <= 0)
|
||||
Kill();
|
||||
}
|
||||
|
||||
private void CurrentEXP_Sync(int newExp)
|
||||
{
|
||||
if (PlayerData.CurrentExp.Value >= PlayerData.ExpToNextLevel.Value)
|
||||
LevelUp();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@ MaximumHP = 100
|
||||
CurrentVT = 90
|
||||
MaximumVT = 90
|
||||
CurrentExp = 0
|
||||
ExpToNextLevel = 100
|
||||
ExpToNextLevel = 10
|
||||
CurrentLevel = 1
|
||||
CurrentAttack = 50
|
||||
CurrentDefense = 12
|
||||
|
||||
@@ -63,8 +63,7 @@ namespace GameJamDungeon
|
||||
}
|
||||
public void SetCurrentExp(int newValue)
|
||||
{
|
||||
var clampedValue = Mathf.Clamp(newValue, 0, ExpToNextLevel.Value);
|
||||
_currentExp.OnNext(clampedValue);
|
||||
_currentExp.OnNext(newValue);
|
||||
}
|
||||
public void SetCurrentLevel(int newValue)
|
||||
{
|
||||
|
||||
@@ -20,7 +20,7 @@ void fragment() {
|
||||
uv.y += progress / UV.y;
|
||||
else
|
||||
uv.y -= progress / UV.y;
|
||||
|
||||
|
||||
// Created jagged edges for each pixel on the x-axis
|
||||
uv.y -= progress * meltiness * psuedo_rand(UV.x - mod(UV.x, TEXTURE_PIXEL_SIZE.x));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user