Minor Code Cleanup

This commit is contained in:
2020-04-19 21:58:01 +02:00
parent 7b1d57dfb5
commit 38c5caa868
5 changed files with 61 additions and 48 deletions

View File

@@ -1,8 +1,10 @@
extends KinematicBody2D
class_name Boss
"""
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
@@ -30,16 +32,16 @@ func _debug_update():
func _physics_process(delta):
totaldamage+=damage_per_second*delta
player_stats.speed+=10*delta
while(totaldamage>1):
totaldamage-=1
player_stats.health-=1
while(totaldamage<-1):
totaldamage+=1
player_stats.health+=1
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
while (totaldamage > 1):
totaldamage -= 1
player_stats.health -= 1
while (totaldamage <- 1):
totaldamage += 1
player_stats.health += 1
_debug_update()
if debug == true:
if debug:
match movementState:
moveState.MOVE:
movement_move(delta)
@@ -48,12 +50,14 @@ func _physics_process(delta):
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func movement_move(delta):
var input_vector = Vector2.ZERO
# This is a clever way to handle directional input
@@ -74,21 +78,24 @@ func movement_move(delta):
pass
elif Input.is_action_just_pressed("attack"):
pass
func movement_hit():
velocity = Vector2.ZERO
func hit_finished():
movementState = moveState.MOVE
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health-=area.damage
damage_per_second = damage_per_second + area.damage
player_stats.health -= area.damage
damage_per_second += area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second = damage_per_second - area.damage
damage_per_second -= area.damage

View File

@@ -2,13 +2,12 @@ extends Node
const Kind = preload("res://Overlap/Kind.gd") # Relative path
var object_grid : Array = []
var prio_grid : Array = []
var used_grid : Array = []
var time_passed := 0.0
var offset
export(float,0,42.0) var refresh_rate = 1
export(float, 0, 42.0) var refresh_rate = 1
func _draw_object_grid():
@@ -19,6 +18,7 @@ func _draw_object_grid():
print(stri)
print()
func _draw_prio_grid():
for y in range(7):
var stri = ""
@@ -27,15 +27,16 @@ func _draw_prio_grid():
print(stri)
print()
func _reset_grids():
for x in range(14):
for y in range(7):
var lulul = object_grid[x][y].back()
while (object_grid[x][y].size()!=1):
while (object_grid[x][y].size() != 1):
object_grid[x][y].pop_back()
while (prio_grid[x][y].size()!=1):
while (prio_grid[x][y].size() != 1):
prio_grid[x][y].pop_back()
func _ready():
var walls = get_tree().current_scene.get_child(1)
offset = walls.global_position
@@ -61,49 +62,54 @@ func reset_history():
for y in range(7):
used_grid[x][y] = false
func countTargets(table):
for x in range(14):
for y in range(7):
for i in prio_grid[x][y]:
if i == Kind.TERMINAL_SYMBOL:
continue
table[i]+=1
table[i] += 1
return table
func _pixel_to_grid_coords(pixel : Vector2) -> Vector2:
var new_coords : Vector2
new_coords.x = floor((pixel.x-offset.x)/32.0)
new_coords.y = floor((pixel.y-offset.y)/32.0)
new_coords.x = floor((pixel.x-offset.x) / 32.0)
new_coords.y = floor((pixel.y-offset.y) / 32.0)
return new_coords
func _is_in_grid(grid_coords : Vector2) -> bool:
if(grid_coords.x<0):
if(grid_coords.x < 0):
return false
if(grid_coords.x>13):
if(grid_coords.x > 13):
return false
if(grid_coords.y<0):
if(grid_coords.y < 0):
return false
if(grid_coords.y>6):
if(grid_coords.y > 6):
return false
return true
func get_nearest(position, kind):
var list = []
for x in range(14):
for y in range(7):
for i in prio_grid[x][y]:
if(i == kind):
list.append([x,y])
list.append([x, y])
var dist = []
for field in list:
var tmp = sqrt(pow(position[0]-field[0],2)+pow(position[1]-field[1],2))
var tmp = sqrt(pow(position[0] - field[0], 2) + pow(position[1] - field[1], 2))
dist.append(tmp)
var mini = 0
for i in range(1, dist.size()):
if(dist[i]<dist[mini]):
if(dist[i] < dist[mini]):
mini = i
return list[mini]
func _update_grid():
_reset_grids()
var world = get_tree().current_scene.get_child(2)
@@ -111,7 +117,7 @@ func _update_grid():
var node_kind = node.get_child(0)
var grid_corrds = _pixel_to_grid_coords(node.global_position)
if (_is_in_grid(grid_corrds)):
if(node_kind.general!=Kind.FIELD and node_kind.general!=Kind.WALL):
if(node_kind.general != Kind.FIELD and node_kind.general != Kind.WALL):
object_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.general)
prio_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.kind)
@@ -121,4 +127,3 @@ func _physics_process(delta):
time_passed -= refresh_rate
_update_grid()
time_passed += delta

View File

@@ -1,6 +1,5 @@
extends StaticBody2D
func _on_Hurtbox_area_entered(area):
queue_free()

View File

@@ -24,5 +24,3 @@ enum{
export(int, "DAMAGE","HEALING","SLOW","WALL","FIELD") var general = DAMAGE
export(int,"BOSS","PLAYER","TORCH","MINION","RED","BLUE","GREEN","HEART","BONFIRE","BARREL","TERMINAL_SYMBOL") var kind = BOSS

View File

@@ -31,7 +31,6 @@ enum moveState{
IDLE
}
var movementState = moveState.MOVE
var damage_per_second := 0.0
@@ -43,22 +42,24 @@ var experience := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n" + str(currency) + ""
func _ready():
grid = get_tree().current_scene.get_node("Grid")
func _physics_process(delta):
totaldamage+=(damage_per_second - heal_per_second)*delta
player_stats.speed+=10*delta
while(totaldamage>1):
totaldamage += (damage_per_second - heal_per_second) * delta
player_stats.speed += 10 * delta
while totaldamage > 1:
totaldamage -= 1
player_stats.health-=1
while(totaldamage < -1):
totaldamage+=1
player_stats.health+=1
while totaldamage < -1:
totaldamage += 1
player_stats.health += 1
adjustPrio(player_stats.health, player_stats.max_health)
_debug_update()
if debug == true:
if debug:
match movementState:
moveState.MOVE:
movement_move(delta)
@@ -81,6 +82,7 @@ func _physics_process(delta):
move()
$"Effects/HealEffect".emitting = heal_per_second > 0
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
@@ -143,7 +145,8 @@ func movement_move(delta):
func movement_hit():
velocity = Vector2.ZERO
animation_state.change_state("attack")
func hit_finished():
movementState = moveState.IDLE
ExecutionState = AI_MOVE
@@ -163,6 +166,7 @@ func movement_roll():
"""
ExecutionState = EXECUTING
func roll_finished():
movementState = moveState.IDLE
ai_movement_state = STEP
@@ -170,15 +174,15 @@ func roll_finished():
func _on_Hurtbox_area_entered(area):
player_stats.health-=area.damage
player_stats.health -= area.damage
if area.damage > 0:
damage_per_second += area.damage
else:
heal_per_second += abs(area.damage)
func _on_Hurtbox_area_exited(area):
if area.damage > 0:
damage_per_second -= area.damage
else:
@@ -192,7 +196,7 @@ func _on_Stats_no_health():
func _on_Hitbox_area_entered(area):
currency += area.currency_value
player_stats.health = player_stats.health+area.health_value
player_stats.health += area.health_value
player_stats.speed -= area.slowdown_value