se faire taper dessus et pu être en fullscreen
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		| @@ -399,6 +399,7 @@ angular_velocity_max = 50.0 | ||||
| color = Color(0.623529, 0, 0, 0.729412) | ||||
|  | ||||
| [node name="Atk_cooldown" type="Timer" parent="."] | ||||
| wait_time = 2.0 | ||||
| autostart = true | ||||
|  | ||||
| [node name="LvlUp" type="CPUParticles2D" parent="."] | ||||
|   | ||||
| @@ -6,14 +6,16 @@ extends CharacterBody2D | ||||
| @onready var is_attacking: bool = false | ||||
| @onready var is_dying: bool = false | ||||
|  | ||||
| @export var level: int = 1 | ||||
| @export var level: int = 7 | ||||
| @export var hp: int = 100 | ||||
| @export var maxhp: int = 100 | ||||
| @export var maxvel: float = 2 | ||||
| @export var experience: int = 0 | ||||
| @export var state: String = "Idle" | ||||
| @export var damage: int = 5 | ||||
| @export var maxAtks: int = 1 | ||||
|  | ||||
| @onready var currAtks: int = 0 | ||||
| @onready var anim: Node = get_node("Sprite") | ||||
| @onready var cooldown: Node = get_node("Atk_cooldown") | ||||
| @onready var lvlanim: Node = get_node("LvlUp") | ||||
| @@ -47,10 +49,13 @@ func _process(delta): | ||||
| 	is_facing_left = velocity.x >= 0 | ||||
|  | ||||
| 	# AI STUFF | ||||
| 	velocity = processAI(list,delta) | ||||
| 	#velocity = processAI(list,delta) | ||||
| 	 | ||||
| 	velocity.x += delta | ||||
| 	velocity.y += delta | ||||
| 	 | ||||
| 	if !hitanim.is_emitting(): | ||||
| 		anim.modulate(Color(0,0,0,1)) | ||||
| 		anim.modulate.a = 1 | ||||
| 	 | ||||
| 	move_and_slide() | ||||
| 	 | ||||
| @@ -98,7 +103,7 @@ func receive_damage(dmg): | ||||
| 		pass | ||||
| 	hp -= dmg | ||||
| 	hitanim.restart() | ||||
| 	anim.modulate(Color(0,0,0,.5)) | ||||
| 	anim.modulate.a = 0.5 | ||||
| 	if hp < 0: | ||||
| 		velocity = Vector2(0,0) | ||||
| 		setAnimState("Die") | ||||
| @@ -118,16 +123,30 @@ func setLevel(lvl): | ||||
| 	lvlsnd.play() | ||||
| 	 | ||||
| 	if level > 2: | ||||
| 		cooldown.wait_time = 0.5 | ||||
| 		cooldown.wait_time = 1 | ||||
| 		 | ||||
| 	if level > 5: | ||||
| 		damage = 12 | ||||
| 		 | ||||
| 	if level > 7: | ||||
| 		maxAtks = 2 | ||||
| 	 | ||||
| 	maxhp += 5 | ||||
| 	hp = maxhp | ||||
| 	 | ||||
|  | ||||
| func _on_atk_cooldown_timeout(): | ||||
| 	currAtks = maxAtks | ||||
| 	attack() | ||||
| 	 | ||||
|  | ||||
| func _on_sprite_animation_looped(): | ||||
| 	if is_attacking: | ||||
| 		currAtks -= 1 | ||||
| 		stop_attack() | ||||
| 		if currAtks > 0: | ||||
| 			is_facing_left = !is_facing_left | ||||
| 			attack() | ||||
| 	is_dying = false | ||||
| 	 | ||||
|  | ||||
|   | ||||
| @@ -19,7 +19,6 @@ config/icon="res://icon.svg" | ||||
|  | ||||
| window/size/viewport_width=960 | ||||
| window/size/viewport_height=540 | ||||
| window/size/mode=3 | ||||
| window/size/resizable=false | ||||
| window/stretch/mode="viewport" | ||||
|  | ||||
|   | ||||
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