Player stores scene

This commit is contained in:
Logan 2020-07-21 00:13:31 -05:00
parent 6c3432ab13
commit 8cc87c4b14
5 changed files with 35 additions and 8 deletions

View file

@ -1,13 +1,15 @@
extends Node
var position: Vector2 = Vector2()
var health: float = -1
var energy: float = -1
var health = null
var energy = null
var unlocked: Array = [Globals.Conduit2]
var current_scene: PackedScene
func respawn():
health = -1
energy = -1
health = null
energy = null
func reset_magic():
unlocked = []

16
magic/Beams/Beam.gd Normal file
View file

@ -0,0 +1,16 @@
extends Node2D
class_name Beam
var max_cast = Vector2(400, 0)
onready var Beam: Sprite = $Beam
onready var Begin: Sprite = $Begin
onready var Ray: RayCast2D = $Raycast2D
onready var End: Position2D = $End
func _physics_process(delta):
Ray.cast_to = max_cast
if Ray.is_colliding():
End.global_position = Ray.get_collision_point()
else:
End.position = max_cast

View file

@ -17,6 +17,6 @@ region_rect = Rect2( 0, 0, 8, 8 )
[node name="RayCast2D" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( 100, 0 )
cast_to = Vector2( 400, 0 )
[node name="End" type="Position2D" parent="."]

View file

@ -9,6 +9,11 @@
config_version=4
_global_script_classes=[ {
"base": "Node2D",
"class": "Beam",
"language": "GDScript",
"path": "res://magic/Beams/Beam.gd"
}, {
"base": "Area2D",
"class": "Collectable",
"language": "GDScript",
@ -40,6 +45,7 @@ _global_script_classes=[ {
"path": "res://magic/Wands/WandClass.gd"
} ]
_global_script_class_icons={
"Beam": "",
"Collectable": "",
"Enemy": "",
"EnemyProjectile": "",

View file

@ -10,10 +10,9 @@ var energy = 5 setget set_energy, get_energy
var is_burnout = false
func _ready():
print(Player.energy)
if Player.health == -1:
if Player.health == null:
Player.health = Hearts.max_value
if Player.energy == -1:
if Player.energy == null:
Player.energy = Energybar.max_value
print("max")
set_health(Player.health)
@ -25,6 +24,10 @@ func _on_Regen_timeout():
is_burnout = false
func _process(delta):
if Player.health == null:
Player.health = Hearts.max_value
if Player.energy == null:
Player.energy = Energybar.max_value
if get_accurate_energy() < Energybar.max_value and Regen.is_stopped():
Regen.start()
BurnoutSprite.visible = is_burnout