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https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Fixed world numbers, Nameplates, and a few smaller errors.
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5a1460df0e
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@ -12,7 +12,8 @@ func damage(entity_position : Vector2, entity_height : float, value : int, crit
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add_child(scene)
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scene.owner = self
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entity_position.y += entity_height + (0.2 * randf())
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randomize()
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entity_position.y -= entity_height + (0.2 * randf())
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entity_position.x += entity_height * 0.4 - entity_height * 0.8 * randf()
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scene.damage(entity_position, value, crit)
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@ -25,8 +26,8 @@ func heal(entity_position : Vector2, entity_height : float, value : int, crit :
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randomize()
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entity_position.y += entity_height + (0.3 * randf())
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entity_position.x += entity_height * 0.4 - entity_height * 0.8 * randf()
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#entity_position.y += entity_height + (0.3 * randf())
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#entity_position.x += entity_height * 0.4 - entity_height * 0.8 * randf()
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scene.heal(entity_position, value, crit)
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@ -244,10 +244,10 @@ func _son_damage_dealt(data):
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func _con_damage_dealt(info : SpellDamageInfo) -> void:
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# if info.dealer ==
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WorldNumbers.damage(position, 1.6, info.damage, info.crit)
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WorldNumbers.damage(position, 90, info.damage, info.crit)
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func _con_heal_dealt(info : SpellHealInfo) -> void:
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WorldNumbers.heal(position, 1.6, info.heal, info.crit)
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WorldNumbers.heal(position, 90, info.heal, info.crit)
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func _moved() -> void:
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if sis_casting():
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@ -64,31 +64,16 @@ func _process(delta):
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set_scale(d)
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if (get_scale() - target_scale).length() < 0.01:
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if (get_scale() - target_scale).length() < 0.04:
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interpolating = false
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var position : Vector2 = entity.position
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# if dst > max_distance_squared:
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# if visible:
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# hide()
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# return
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#
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#
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# if d > 0:
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# if visible:
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# hide()
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# return
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# else:
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# if not visible:
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# show()
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#
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position = get_global_transform().xform_inv(position)
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position.y += 1.9
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# var screen_position : Vector2 = camera.unproject_position(position)
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# var new_pos : Vector2 = Vector2(screen_position.x - (rect_size.x / 2.0) * rect_scale.x, screen_position.y - (rect_size.y) * rect_scale.y)
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position.x -= (rect_size.x / 2.0 + 24) * rect_scale.x
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position.y -= 130 * rect_scale.y
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set_position(position)
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@ -99,10 +84,15 @@ func set_max_distance(var value : float) -> void:
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max_distance = value
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func c_health_changed(stat : Stat) -> void:
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if health.cmax == 0:
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health_bar.max_value = 1
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health_bar.value = 0
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return
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health_bar.max_value = stat.cmax
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health_bar.value = stat.ccurrent
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# if stat.cmax != 0:
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# health_bar_label.text = str(int(stat.ccurrent / stat.cmax * 100))
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@ -18,7 +18,7 @@ script = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="Camera" type="Camera2D" parent="."]
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current = true
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[node name="GUILayer" parent="." instance=ExtResource( 3 )]
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@ -117,9 +117,9 @@ func attack(delta):
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owner.target_movement_direction = Vector2()
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return
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var dir : Vector3 = target.translation - owner.translation
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var dir : Vector2 = target.position - owner.position
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owner.target_movement_direction = Vector2(dir.x, dir.z)
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owner.target_movement_direction = dir
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func sort_spells_by_rank(a, b):
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if a == null or b == null:
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@ -139,22 +139,22 @@ func handle_gcd(info : SpellCastInfo) -> void:
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func add_spell_cast_effect(info : SpellCastInfo) -> void:
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var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
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if basic_spell_effect != null:
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if basic_spell_effect.spell_cast_effect_left_hand != null:
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info.caster.get_character_skeleton().left_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_left_hand)
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if basic_spell_effect.spell_cast_effect_right_hand != null:
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info.caster.get_character_skeleton().right_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_right_hand)
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# if basic_spell_effect != null:
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# if basic_spell_effect.spell_cast_effect_left_hand != null:
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# info.caster.get_character_skeleton().left_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_left_hand)
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#
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# if basic_spell_effect.spell_cast_effect_right_hand != null:
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# info.caster.get_character_skeleton().right_hand_attach_point.add_effect(basic_spell_effect.spell_cast_effect_right_hand)
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func remove_spell_cast_effect(info : SpellCastInfo) -> void:
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var basic_spell_effect : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
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if basic_spell_effect != null:
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if basic_spell_effect.spell_cast_effect_left_hand != null:
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info.caster.get_character_skeleton().left_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_left_hand)
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if basic_spell_effect.spell_cast_effect_right_hand != null:
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info.caster.get_character_skeleton().right_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_right_hand)
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# if basic_spell_effect != null:
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# if basic_spell_effect.spell_cast_effect_left_hand != null:
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# info.caster.get_character_skeleton().left_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_left_hand)
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#
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# if basic_spell_effect.spell_cast_effect_right_hand != null:
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# info.caster.get_character_skeleton().right_hand_attach_point.remove_effect(basic_spell_effect.spell_cast_effect_right_hand)
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func _con_spell_cast_started(info):
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add_spell_cast_effect(info)
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@ -9,9 +9,8 @@ export(NodePath) var animation_player_path : NodePath = "AnimationPlayer"
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export(Color) var damage_color : Color = Color.yellow
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export(Color) var heal_color : Color = Color.green
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var world_position : Vector3 = Vector3()
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var world_position : Vector2 = Vector2()
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var animation_player : AnimationPlayer = null
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var camera : Camera = null
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func _ready() -> void:
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animation_player = get_node(animation_player_path) as AnimationPlayer
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@ -21,42 +20,21 @@ func _ready() -> void:
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set_process(false)
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func _process(delta):
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if camera == null:
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return
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var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
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var dstv : Vector3 = cam_pos - world_position
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dstv.y = 0
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# var dst : float = dstv.length_squared()
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var cam_facing : Vector3 = -camera.global_transform.basis.z
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var d : float = cam_facing.dot(dstv)
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if d > 0:
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if visible:
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hide()
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return
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else:
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if not visible:
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show()
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var screen_position : Vector2 = camera.unproject_position(world_position)
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var new_pos : Vector2 = Vector2(screen_position.x + rect_position.x, screen_position.y + rect_position.y - 60)
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var new_pos : Vector2 = Vector2(world_position.x + rect_position.x / 2.0 - 8, world_position.y + rect_position.y)
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set_position(new_pos)
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func damage(pos : Vector3, value : int, crit : bool) -> void:
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func damage(pos : Vector2, value : int, crit : bool) -> void:
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setup(pos, damage_color, value, crit)
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func heal(pos : Vector3, value : int, crit : bool) -> void:
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func heal(pos : Vector2, value : int, crit : bool) -> void:
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setup(pos, heal_color, value, crit)
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func setup(pos : Vector3, color : Color, value : int, crit : bool) -> void:
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func setup(pos : Vector2, color : Color, value : int, crit : bool) -> void:
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world_position = pos
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camera = get_tree().get_root().get_camera() as Camera
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text = str(value)
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add_color_override("font_color", color)
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@ -74,8 +74,9 @@ tracks/1/keys = {
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[node name="Number" type="Label"]
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modulate = Color( 1, 1, 1, 0 )
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margin_left = -50.0
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margin_top = 10.0
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margin_right = 50.0
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margin_bottom = 40.0006
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margin_bottom = 50.0006
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rect_scale = Vector2( 1.3, 1.3 )
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rect_pivot_offset = Vector2( 50, 20 )
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custom_fonts/font = ExtResource( 2 )
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@ -74,6 +74,8 @@ func centity_data_changed(data: EntityData) -> void:
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var s : Node = spec_scene.instance()
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_spec_container.add_child(s)
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s.owner = _spec_container
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if spec.text_name != "":
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s.name = spec.text_name
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s.set_spec(_player, spec, i)
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