Implemented new icons (sizing not correct) , renamed trap types, and created colored pawns)
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@@ -1,36 +1,36 @@
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class_name Hack extends Area3D
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enum Type{
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BOMB,
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MINE,
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GAS,
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FORCE_PANEL,
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SWITCH,
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PITFALL
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DESTROY,
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PURGE,
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INFECT,
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REDIRECT,
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TRIGGER,
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CONTAIN
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}
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const range_shapes : Dictionary = {
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Hack.Type.BOMB : Vector3(4.25,3,4.25),
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Hack.Type.GAS : Vector3(1,1,1),
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Hack.Type.PITFALL : Vector3(1,1,1),
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Hack.Type.FORCE_PANEL : Vector3(1,1,1),
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Hack.Type.SWITCH : Vector3(3,1,3),
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Hack.Type.MINE : Vector3(4.25,3,4.25),
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Hack.Type.DESTROY : Vector3(4.25,3,4.25),
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Hack.Type.INFECT : Vector3(1,1,1),
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Hack.Type.CONTAIN : Vector3(1,1,1),
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Hack.Type.REDIRECT : Vector3(1,1,1),
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Hack.Type.TRIGGER : Vector3(3,1,3),
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Hack.Type.PURGE : Vector3(4.25,3,4.25),
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}
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const hack_icons : Dictionary = {
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Hack.Type.BOMB : preload("res://visuals/images/icons/t-bomb.png"),
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Hack.Type.GAS : preload("res://visuals/images/icons/t-gas.png"),
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Hack.Type.PITFALL : preload("res://visuals/images/icons/t-pitfall.png"),
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Hack.Type.FORCE_PANEL : preload("res://visuals/images/icons/t-force_panel.png"),
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Hack.Type.SWITCH : preload("res://visuals/images/icons/t-switch.png"),
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Hack.Type.MINE : preload("res://visuals/images/icons/t-mine.png"),
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Hack.Type.DESTROY : preload("res://external/destroy-icon.png"),
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Hack.Type.INFECT : preload("res://external/infect-icon.png"),
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Hack.Type.CONTAIN : preload("res://external/contain-icon.png"),
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Hack.Type.REDIRECT : preload("res://external/redirect-icon.png"),
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Hack.Type.TRIGGER : preload("res://external/trigger-icon.png"),
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Hack.Type.PURGE : preload("res://external/purge-icon.png"),
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}
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const bomb_explosion_template = preload("res://templates/explosion.tscn")
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const mine_explosion_template = preload("res://templates/explosion.tscn")
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const pitfall_template = preload("res://templates/pitfall.tscn")
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const switch_explosion_template = preload("res://templates/explosion.tscn")
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const gas_emitter_template = preload("res://templates/gas_emitter.tscn")
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const destroy_explosion_template = preload("res://templates/explosion.tscn")
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const purge_explosion_template = preload("res://templates/explosion.tscn")
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const contain_template = preload("res://templates/pitfall.tscn")
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const trigger_explosion_template = preload("res://templates/explosion.tscn")
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const infect_emitter_template = preload("res://templates/gas_emitter.tscn")
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const force_activate_sound = preload("res://audio/sounds/TomWinandySFX_UI_ScifiTech_Start_06.wav")
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@onready var range_area : Area3D = %RangeArea
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@@ -72,7 +72,7 @@ func _exit_tree() -> void:
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func setup(type : Type, direction : Vector3, hack_owner : int) -> void:
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self.type = type
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self.hack_owner = hack_owner
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if type == Type.FORCE_PANEL:
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if type == Type.REDIRECT:
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var r : float = atan2(direction.z, direction.x)
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var cardinal : float = roundi(r * 2 / PI) * PI / 2
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self.direction = Vector3(cos(cardinal), 0, sin(cardinal))
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@@ -115,15 +115,15 @@ func _ready() -> void:
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icon.visible = owns_hack
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range_shape.size = range_shapes[type]
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match(type):
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Type.BOMB:
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Type.DESTROY:
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damage = 15
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Type.MINE:
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Type.PURGE:
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damage = 10
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Type.SWITCH:
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Type.TRIGGER:
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damage = 5
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Type.GAS:
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Type.INFECT:
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activation_timer.start()
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Type.FORCE_PANEL:
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Type.REDIRECT:
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var r : float = atan2(direction.z, -direction.x) + PI/2
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force_strip.rotate_y(r)
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force_strip.visible = owns_hack
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@@ -140,29 +140,29 @@ func activate() -> void:
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return
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var explode : bool = false
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match(type):
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Type.PITFALL:
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generate_pitfall(square)
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Type.CONTAIN:
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generate_contain(square)
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for body in get_overlapping_bodies():
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body.start_pitfall(square, 6.0)
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#Generate the circle here
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Type.FORCE_PANEL:
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Type.REDIRECT:
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Game.oneshot(force_activate_sound)
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for body in get_overlapping_bodies():
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body.fling(direction, 5.0)
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Type.MINE:
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var exp = mine_explosion_template.instantiate()
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Type.PURGE:
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var exp = purge_explosion_template.instantiate()
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Game.level.add_vfx(exp, square)
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explode = true
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Type.SWITCH:
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var exp = switch_explosion_template.instantiate()
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Type.TRIGGER:
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var exp = trigger_explosion_template.instantiate()
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Game.level.add_vfx(exp, square)
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explode = true
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Type.BOMB:
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var exp = bomb_explosion_template.instantiate()
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Type.DESTROY:
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var exp = destroy_explosion_template.instantiate()
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Game.level.add_vfx(exp, square)
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explode = true
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Type.GAS:
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var emitter = gas_emitter_template.instantiate()
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Type.INFECT:
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var emitter = infect_emitter_template.instantiate()
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emitter.hack_owner = hack_owner
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emitter.square = square
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emitter.damage = 4
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@@ -179,13 +179,13 @@ func activate() -> void:
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func trigger_adjacent_bombs() -> void:
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for hack : Hack in range_area.get_overlapping_areas():
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if hack.type == Type.BOMB and hack != self:
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if hack.type == Type.DESTROY and hack != self:
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hack.delay_trigger()
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func generate_pitfall(suqare : Vector3i) -> void:
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var pitfall = pitfall_template.instantiate()
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pitfall.duration = 6.0
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Game.level.add_vfx(pitfall, square)
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func generate_contain(square : Vector3i) -> void:
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var contain = contain_template.instantiate()
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contain.duration = 6.0
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Game.level.add_vfx(contain, square)
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func blast_players() -> void:
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for body in range_area.get_overlapping_bodies():
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@@ -200,7 +200,7 @@ func delay_trigger() -> void:
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func _on_body_entered(body: Node3D) -> void:
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if type == Type.GAS or type == Type.BOMB:
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if type == Type.INFECT or type == Type.DESTROY:
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return
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if body.id == hack_owner:
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