Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.

This commit is contained in:
2026-01-01 07:36:54 -05:00
parent 84bf495d11
commit b4910013c0
89 changed files with 1994 additions and 64 deletions

23
scripts/projectile.gd Normal file
View File

@@ -0,0 +1,23 @@
class_name Projectile extends RigidBody3D
var direction : Vector3
var speed : float
var damage
var time_remaining : float
func _ready() -> void:
linear_velocity = speed * direction
time_remaining = 2
func _physics_process(delta: float) -> void:
time_remaining -= delta
if time_remaining <= 0:
queue_free()
func _on_body_entered(body: Node) -> void:
queue_free()
func _on_hit_area_entered(body: Node3D) -> void:
if body is Player:
body.hurt(damage)