Traps updated, Live and Collactables added

This commit is contained in:
Jan Schuffenhauer
2020-04-18 18:56:05 +02:00
parent b0a35659d9
commit dd01067dac
30 changed files with 240 additions and 103 deletions

View File

@@ -6,13 +6,13 @@ This is an example player controller script created by Paul
var velocity := Vector2.ZERO
var rollvector := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(int, 0, 500) var MAX_SPEED := 125
export(int, 0, 500) var ROLL_SPEED := 150
export(int, 0, 500) var FRICTION := 200 # Speed at which the player deaccelarates
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
onready var animation_player := $AnimationPlayer
onready var animation_tree := $AnimationTree
onready var animation_state = animation_tree.get("parameters/playback")
@@ -25,9 +25,26 @@ enum moveState{
var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
var currency := 0
var experience := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n" + str(currency) + ""
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
_debug_update()
match movementState:
moveState.MOVE:
movement_move(delta)
@@ -65,7 +82,7 @@ func movement_move(delta):
animation_tree.set("parameters/roll/blend_position", input_vector)
animation_tree.set("parameters/run/blend_position", input_vector)
animation_state.travel("run")
velocity = velocity.move_toward(MAX_SPEED * input_vector, ACCELERATION * delta)
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
movementState = moveState.ROLL
elif Input.is_action_just_pressed("attack"):
@@ -87,8 +104,21 @@ func roll_finished():
func _on_Hurtbox_area_entered(area):
player_stats.health-=area.damage
damage_per_second = damage_per_second + area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second = damage_per_second - area.damage
func _on_Stats_no_health():
queue_free()
get_tree().change_scene("res://Menus/TitleScreen/TitleScreen.tscn")
func _on_Hitbox_area_entered(area):
pass
currency += area.currency_value
player_stats.health = player_stats.health+area.health_value
player_stats.speed -= area.slowdown_value