UI work, placing traps, removing traps, disarming traps, new sound fx.
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@@ -1,18 +1,18 @@
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class_name TrapIcon extends Control
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const trap_icons : Dictionary = {
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Game.TrapType.BOMB : preload("res://visuals/images/icons/bomb.png"),
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Game.TrapType.GAS : preload("res://visuals/images/icons/gas.png"),
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Game.TrapType.PITFALL : preload("res://visuals/images/icons/pitfall.png"),
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Game.TrapType.FORCE_PANEL : preload("res://visuals/images/icons/force_panel.png"),
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Game.TrapType.SWITCH : preload("res://visuals/images/icons/switch.png"),
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Game.TrapType.MINE : preload("res://visuals/images/icons/mine.png"),
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Trap.Type.BOMB : preload("res://visuals/images/icons/bomb.png"),
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Trap.Type.GAS : preload("res://visuals/images/icons/gas.png"),
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Trap.Type.PITFALL : preload("res://visuals/images/icons/pitfall.png"),
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Trap.Type.FORCE_PANEL : preload("res://visuals/images/icons/force_panel.png"),
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Trap.Type.SWITCH : preload("res://visuals/images/icons/switch.png"),
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Trap.Type.MINE : preload("res://visuals/images/icons/mine.png"),
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}
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@onready var icon_image : TextureRect = %Icon
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@onready var qty_label : Label = %Label
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func setup(type : Game.TrapType, qty : int) -> void:
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func setup(type : Trap.Type, qty : int) -> void:
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icon_image.texture = trap_icons[type]
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set_quantity(qty)
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