Many changes

Handle it
This commit is contained in:
Dan Baker 2025-05-04 09:30:14 +01:00
parent bf09402bc5
commit 214e0aa5e0
366 changed files with 24353 additions and 2096 deletions

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class_name RangedWeapon extends Node2D
signal projectile_spawned(projectile)
@export var projectile_scene: PackedScene
# Base stats - will be modified by modifiers
var base_stats = {
"damage": 10.0,
"fire_rate": 2.0, # Shots per second
"projectile_speed": 500.0,
"projectile_size": 1.0,
"projectile_lifetime": 5.0,
"max_pierce": 0
}
# Components
var stats: ModifierManager
var can_fire: bool = true
var fire_timer: Timer
func _init() -> void:
stats = ModifierManager.new(base_stats)
Log.pr(stats)
add_child(stats)
func _ready():
# Connect to stats updated signal
stats.connect("stats_updated", _on_stats_updated)
# Setup fire timer
fire_timer = Timer.new()
add_child(fire_timer)
fire_timer.one_shot = true
fire_timer.connect("timeout", _on_fire_timer_timeout)
# Initial update
_on_stats_updated()
func fire(direction: Vector2):
if !can_fire:
return
_spawn_projectile(global_position, direction)
can_fire = false
fire_timer.start(1.0 / stats.get_stat("fire_rate"))
func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
var projectile = projectile_scene.instantiate()
projectile.global_position = spawn_position
projectile.direction = spawn_direction
# Apply stats to projectile
projectile.speed = stats.get_stat("projectile_speed")
projectile.damage = stats.get_stat("damage")
projectile.lifetime = stats.get_stat("projectile_lifetime")
projectile.pierce_count = stats.get_stat("max_pierce")
projectile.source_weapon = self
# Apply size (scale)
var size = stats.get_stat("projectile_size")
projectile.scale = Vector2(size, size)
# Allow modifiers to directly modify the projectile
for modifier in stats.modifiers:
modifier.modify_projectile(projectile)
get_tree().root.add_child(projectile)
projectile.emit_signal("on_spawned", projectile)
emit_signal("projectile_spawned", projectile)
func add_modifier(modifier: Modifier):
stats.add_modifier(modifier)
func remove_modifier(modifier_id: String):
stats.remove_modifier(modifier_id)
func _on_stats_updated():
# Update any visual components based on new stats
# For example, if weapon appearance changes based on damage/fire rate
pass
func _on_fire_timer_timeout():
can_fire = true

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uid://dcenqdci4hjes