add iron and forge

This commit is contained in:
2026-04-22 23:09:14 +03:00
parent 9066eecf1e
commit 297233c48e
10 changed files with 264 additions and 1 deletions
+11 -1
View File
@@ -3,6 +3,7 @@ extends CharacterBody3D
const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
const LEATHER_SCENE := preload("res://scenes/Leather.tscn")
const IRON_SCENE := preload("res://scenes/Iron.tscn")
signal died(points: int)
signal merged(upgrade: bool)
@@ -10,6 +11,7 @@ signal merged(upgrade: bool)
enum State { CHASING, FLYING, STUNNED, DEAD, MERGING }
static var first_leather_spawned: bool = false
static var first_iron_spawned: bool = false
var kickable_type: String = ""
var tier: int = 1
@@ -54,7 +56,6 @@ func setup(type: String, wave: int) -> void:
enemy_type = type
kickable_type = type
wave_num = wave
tier = enemy_level
match type:
"slime":
move_speed = 2.8 + wave * 0.12
@@ -82,6 +83,7 @@ func setup(type: String, wave: int) -> void:
COLOR_CHASE = Color(0.3, 0.7, 0.3)
mat.albedo_color = COLOR_CHASE
enemy_level = 3
tier = enemy_level
func _physics_process(delta: float) -> void:
match state:
@@ -267,6 +269,14 @@ func _try_drop_pickup() -> void:
get_parent().add_child(leather)
leather.global_position = global_position
if enemy_level == 2:
var drop_iron := not first_iron_spawned or randf() < 0.20
if drop_iron:
first_iron_spawned = true
var iron := IRON_SCENE.instantiate() as Node3D
get_parent().add_child(iron)
iron.global_position = global_position
var roll := randf()
var p_type := ""
var p_heal := 0
+134
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@@ -0,0 +1,134 @@
extends CharacterBody3D
const METAL_ARMOR_SCENE := preload("res://scenes/MetalArmor.tscn")
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.86
const MIN_SPEED := 0.5
const WALL_BOUNCE := 0.45
const WALL_SELF_DMG := 0.5
var kickable_type: String = "iron"
var tier: int = 2
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 80.0
var dead: bool = false
var damage_modifier: float = 0.9
@onready var mesh_node: MeshInstance3D = $IronMesh
var iron_mat: StandardMaterial3D
const COLOR_IDLE := Color(0.55, 0.58, 0.62)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("kickable")
iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = iron_mat
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
func receive_kick(direction: Vector3, force: float) -> void:
fly_vel = direction * force
fly_vel.y = 0.0
state = State.FLYING
func _physics_process(delta: float) -> void:
if state == State.IDLE:
return
_fly(delta)
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
velocity = fly_vel
velocity.y = 0.0
move_and_slide()
var handled := false
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var col3d := col.get_collider() as Node3D
if col3d == null:
continue
if col3d.has_meta("is_forge"):
_hit_forge(col3d)
return
if col3d.has_meta("is_wall"):
var normal := col.get_normal()
normal.y = 0.0
if normal.length() > 0.01:
fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
else:
fly_vel = Vector3.ZERO
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
KickSystem.resolve(self, col3d, fly_vel)
if not dead and is_instance_valid(col3d):
var kick_dir := col3d.global_position - global_position
kick_dir.y = 0.0
if kick_dir.length() > 0.01:
col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.65)
fly_vel *= 0.45
handled = true
break
if not handled:
fly_vel = velocity
fly_vel.y = 0.0
fly_vel *= pow(AIR_FRICTION, delta * 60.0)
if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
state = State.IDLE
mesh_node.rotation.y += delta * speed_now * 0.3
func _hit_forge(forge: Node3D) -> void:
if dead:
return
dead = true
state = State.IDLE
set_physics_process(false)
var parent := get_parent()
var spawn_pos := forge.global_position + Vector3(5, 0, 0)
queue_free()
if parent == null:
return
var armor := METAL_ARMOR_SCENE.instantiate() as Node3D
parent.add_child(armor)
armor.global_position = spawn_pos
func _take_damage(dmg: float) -> void:
if dead:
return
health -= dmg
_flash()
if health <= 0.0:
_die()
func _die() -> void:
dead = true
state = State.IDLE
set_physics_process(false)
emit_signal("destroyed")
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(1.6, 0.1, 1.6), 0.12)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
tw.tween_callback(queue_free)
func _flash() -> void:
var tw := create_tween()
tw.tween_property(iron_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 80.0, 0.0, 0.6))
tw.tween_property(iron_mat, "albedo_color", target_color, 0.18)
+1
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@@ -0,0 +1 @@
uid://0wdmbocpe2ir
+1
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@@ -171,6 +171,7 @@ func _start_game() -> void:
kills = 0
kills_for_next = 10
Enemy.first_leather_spawned = false
Enemy.first_iron_spawned = false
_update_labels()
spawn_timer.wait_time = 1.4
spawn_timer.connect("timeout", _on_spawn_timer)
+23
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@@ -0,0 +1,23 @@
extends Node3D
@onready var tooltip: Label3D = $Tooltip
func _ready() -> void:
add_to_group("interactable")
tooltip.visible = false
var tw := create_tween().set_loops()
tw.tween_property(self, "position:y", 0.5, 0.7)
tw.tween_property(self, "position:y", 0.2, 0.7)
func _process(delta: float) -> void:
rotation.y += delta * 1.4
var players := get_tree().get_nodes_in_group("player")
if players.is_empty():
tooltip.visible = false
return
var p := players[0] as Node3D
tooltip.visible = p != null and global_position.distance_to(p.global_position) < 2.5
func interact(player: Node) -> void:
player.call("apply_upgrade_armor")
queue_free()
+1
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@@ -0,0 +1 @@
uid://cqp1ucyvnno7i
+6
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@@ -235,3 +235,9 @@ func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(1.0, 0.85, 0.2), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
func apply_upgrade_armor() -> void:
tier += 1
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color(0.7, 0.8, 1.0), 0.1)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.5)