Initial stage of Dawnbringer_Project
This commit is contained in:
@@ -0,0 +1,11 @@
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tool
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extends Node
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class_name character
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onready var stats = $Stats
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export var base_character : Resource
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func _ready():
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stats.initialize(base_character);
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@@ -0,0 +1,17 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Assets/Actor/Character.gd" type="Script" id=1]
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[ext_resource path="res://Assets/Actor/Stats.gd" type="Script" id=2]
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[ext_resource path="res://Assets/Class/Mage.tres" type="Resource" id=3]
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[node name="Character" type="Node"]
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script = ExtResource( 1 )
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base_character = ExtResource( 3 )
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[node name="Stats" type="Node" parent="."]
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script = ExtResource( 2 )
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[node name="Regen" type="Timer" parent="."]
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autostart = true
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[connection signal="timeout" from="Regen" to="Stats" method="_on_Regen_timeout"]
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extends KinematicBody2D
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onready var weapon = $Weapon
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onready var player_sprite = $PlayerSprite
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onready var walk_direction = $WalkDirection
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var velocity_multiplier := 1.0
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func _ready():
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GlobalSignals.connect("velocity_change", self, "get_velocity_multiplier")
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func _physics_process(delta):
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var movement_direction := Vector2(
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Input.get_action_raw_strength("right") - Input.get_action_raw_strength("left"),
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Input.get_action_raw_strength("down") - Input.get_action_raw_strength("up")).normalized()
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if movement_direction.length() == 0:
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player_sprite.play("iddle")
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else:
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player_sprite.play("run")
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if movement_direction.x < 0:
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player_sprite.flip_h = true
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else:
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player_sprite.flip_h = false
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if Input.is_action_pressed("shoot"):
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weapon.shoot()
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move_and_slide(movement_direction * 32 * velocity_multiplier)
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walk_direction.look_at(movement_direction + global_position)
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func get_velocity_multiplier(multiplier:float):
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velocity_multiplier = multiplier
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print(multiplier)
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@@ -0,0 +1,86 @@
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://Assets/Actor/Player.gd" type="Script" id=1]
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[ext_resource path="res://Assets/Actor/Character.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Assets/Sprites/Mago2 andando.png" type="Texture" id=3]
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[ext_resource path="res://Assets/Actor/Weapon.tscn" type="PackedScene" id=4]
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[ext_resource path="res://icon.png" type="Texture" id=5]
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[ext_resource path="res://Assets/Sprites/Mago2iddle.png" type="Texture" id=6]
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[sub_resource type="AtlasTexture" id=2]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 0, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=3]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 320, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=4]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 640, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=5]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 960, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=6]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 1280, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=7]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 1600, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=8]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 1920, 0, 320, 320 )
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[sub_resource type="AtlasTexture" id=9]
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flags = 4
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atlas = ExtResource( 3 )
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region = Rect2( 2240, 0, 320, 320 )
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[sub_resource type="SpriteFrames" id=10]
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animations = [ {
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"frames": [ ExtResource( 6 ) ],
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"loop": true,
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"name": "iddle",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ) ],
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"loop": true,
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"name": "run",
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"speed": 5.0
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} ]
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[sub_resource type="CapsuleShape2D" id=1]
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[node name="Player" type="KinematicBody2D"]
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position = Vector2( 362, 174 )
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script = ExtResource( 1 )
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[node name="PlayerSprite" type="AnimatedSprite" parent="."]
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scale = Vector2( 0.4, 0.4 )
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frames = SubResource( 10 )
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animation = "iddle"
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speed_scale = 2.0
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playing = true
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[node name="WalkDirection" type="Sprite" parent="."]
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scale = Vector2( 0.5, 0.5 )
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texture = ExtResource( 5 )
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offset = Vector2( 90, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Character" parent="." instance=ExtResource( 2 )]
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[node name="Weapon" parent="." instance=ExtResource( 4 )]
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@@ -0,0 +1,177 @@
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extends Node
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class_name CharacterStats
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var current_level:int
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var current_health:float
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var current_mana:float
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var max_health:int setget set_max_health
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var max_mana:int setget set_max_mana
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var attack:int
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var defense:int
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var dexterity:int
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var speed:int
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var vitality:int
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var wisdown:int
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var health_min_scale:int
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var mana_min_scale:int
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var attack_min_scale:int
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var defense_min_scale:int
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var dexterity_min_scale:int
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var speed_min_scale:int
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var vitality_min_scale:int
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var wisdown_min_scale:int
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var health_max_scale:int
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var mana_max_scale:int
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var attack_max_scale:int
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var defense_max_scale:int
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var dexterity_max_scale:int
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var speed_max_scale:int
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var vitality_max_scale:int
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var wisdown_max_scale:int
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var health_bonus_scale:int
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var mana_bonus_scale:int
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var attack_bonus_scale:int
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var defense_bonus_scale:int
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var dexterity_bonus_scale:int
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var speed_bonus_scale:int
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var vitality_bonus_scale:int
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var wisdown_bonus_scale:int
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var current_xp:int
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var next_level_xp:int
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var xp_scale:int = 100
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var regen_health:float
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var regen_mana:float
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var attack_multiplier:float
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var attack_speed:float
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var velocity:float
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func initialize(stats: CharacterBaseStats):
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max_health = stats.health
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max_mana = stats.mana
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attack = stats.attack
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defense = stats.defense
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dexterity = stats.dexterity
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speed = stats.speed
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vitality = stats.vitality
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wisdown = stats.wisdown
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health_min_scale = stats.health_min_scale
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mana_min_scale = stats.mana_min_scale
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attack_min_scale = stats.attack_min_scale
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defense_min_scale = stats.defense_min_scale
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dexterity_min_scale = stats.dexterity_min_scale
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speed_min_scale = stats.speed_min_scale
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vitality_min_scale = stats.vitality_min_scale
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wisdown_min_scale = stats.wisdown_min_scale
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health_max_scale = stats.health_max_scale
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mana_max_scale = stats.mana_max_scale
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attack_max_scale = stats.attack_max_scale
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defense_max_scale = stats.defense_max_scale
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dexterity_max_scale = stats.dexterity_max_scale
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speed_max_scale = stats.speed_max_scale
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vitality_max_scale = stats.vitality_max_scale
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wisdown_max_scale = stats.wisdown_max_scale
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health_bonus_scale = stats.health_bonus_scale
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mana_bonus_scale = stats.mana_bonus_scale
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attack_bonus_scale = stats.attack_bonus_scale
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defense_bonus_scale = stats.defense_bonus_scale
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dexterity_bonus_scale = stats.dexterity_bonus_scale
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speed_bonus_scale = stats.speed_bonus_scale
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vitality_bonus_scale = stats.vitality_bonus_scale
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wisdown_bonus_scale = stats.wisdown_bonus_scale
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yield(get_tree().create_timer(0.1), "timeout")
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stats_change()
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func gain_experience(amount: int):
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current_xp = amount
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while current_xp >= next_level_xp:
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current_xp -= next_level_xp
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level_up()
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func level_up():
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if (current_level % 5) == 0:
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max_health += health_bonus_scale
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max_mana += mana_bonus_scale
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attack += attack_bonus_scale
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defense += defense_bonus_scale
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dexterity += dexterity_bonus_scale
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speed += speed_bonus_scale
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vitality += vitality_bonus_scale
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wisdown += wisdown_bonus_scale
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else:
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max_health += int(rand_range(float(health_min_scale), float(health_max_scale)))
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max_mana += int(rand_range(float(mana_min_scale), float(mana_max_scale)))
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attack += int(rand_range(float(attack_min_scale), float(attack_max_scale)))
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defense += int(rand_range(float(defense_min_scale), float(defense_max_scale)))
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dexterity += int(rand_range(float(dexterity_min_scale), float(dexterity_max_scale)))
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speed += int(rand_range(float(speed_min_scale), float(speed_max_scale)))
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vitality += int(rand_range(float(vitality_min_scale), float(vitality_max_scale)))
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wisdown += int(rand_range(float(wisdown_min_scale), float(wisdown_max_scale)))
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stats_change()
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func stats_change():
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if current_level >= 20:
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return
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current_level += 1
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next_level_xp += xp_scale
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current_health = max_health
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current_mana = max_mana
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regen_health = 0.2 + 10 * (float(vitality) / 50)
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regen_mana = 0.2 + 5 * (float(wisdown) / 50)
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attack_multiplier = 0.75 + 1.5 *(float(attack) / 70)
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attack_speed = 1/(1 + 5 * (float(dexterity) / 70))
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velocity = 2 + 10 * (float(speed) / 50)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("mana_changed", current_mana)
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GlobalSignals.emit_signal("attack_change", attack_multiplier)
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GlobalSignals.emit_signal("dexterity_change", attack_speed)
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GlobalSignals.emit_signal("velocity_change", velocity)
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func take_damage(amount: float):
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var damage
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var percent_damage := amount * 0.1
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if (amount - defense) >= percent_damage:
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damage = amount - defense
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current_health -= damage
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else:
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damage = percent_damage
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current_health -= damage
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current_health = clamp(current_health, 0, max_health)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("damage_receive", damage)
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if current_health == 0:
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GlobalSignals.emit_signal("on_death")
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func heal(amount: float):
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current_health += amount
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current_health = clamp(current_health, 0, max_health)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("health_recover", amount)
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func mana_heal(amount: float):
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current_mana += amount
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current_mana = clamp(current_mana, 0, max_mana)
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GlobalSignals.emit_signal("health_changed", current_mana)
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GlobalSignals.emit_signal("mana_recover", amount)
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func regen():
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current_health += regen_health
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current_mana += regen_mana
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current_health = clamp(current_health, 0, max_health)
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current_mana = clamp(current_mana, 0, max_mana)
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GlobalSignals.emit_signal("health_changed", current_health)
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GlobalSignals.emit_signal("mana_changed", current_mana)
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func set_max_health(value: int):
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max_health = max(0, value)
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func set_max_mana(value: int):
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max_mana = max(0, value)
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func _on_Regen_timeout():
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regen()
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@@ -0,0 +1,27 @@
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extends Node2D
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class_name Weapon
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export (PackedScene) var Bullet
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onready var fire_point = $FirePoint
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onready var fire_direction = $FireDirection
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onready var attack_cooldown = $AttackCooldown
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func _ready():
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GlobalSignals.connect("dexterity_change", self, "get_attack_cooldown")
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func _process(delta):
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look_at(get_global_mouse_position())
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func shoot():
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if !attack_cooldown.is_stopped() or Bullet == null:
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return
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var bullet_instance = Bullet.instance()
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var direction = (fire_direction.global_position - fire_point.global_position).normalized()
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GlobalSignals.emit_signal("bullet_fired", bullet_instance, fire_point.global_position, direction)
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attack_cooldown.start()
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func get_attack_cooldown(time:float):
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attack_cooldown.wait_time = time
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print(time)
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@@ -0,0 +1,22 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Assets/Sprites/Varinha Velha.png" type="Texture" id=1]
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[ext_resource path="res://Assets/Actor/Weapon.gd" type="Script" id=2]
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[node name="Weapon" type="Node2D"]
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scale = Vector2( 0.4, 0.4 )
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script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 135, 0 )
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rotation = 0.785398
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texture = ExtResource( 1 )
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[node name="FirePoint" type="Position2D" parent="."]
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position = Vector2( 240, -7.5 )
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[node name="FireDirection" type="Position2D" parent="."]
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position = Vector2( 250, -7.5 )
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[node name="AttackCooldown" type="Timer" parent="."]
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one_shot = true
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Reference in New Issue
Block a user