semi-idle-arpg/scripts/Player.gd

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# player class
class_name Player
extends VBoxContainer
var area_exp := 0.0
var current_health: int
var resource_type: String
var current_resource: int
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func _ready() -> void:
SignalBus.enemy_died.connect(_on_enemy_died)
SignalBus.quest_completed.connect(_on_quest_completed)
SignalBus.enemy_damaged_player.connect(_on_enemy_damaged_player)
_set_player_display()
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$PlayerExpBar.value = _get_level_progress_percent()
$PlayerLabel/PlayerLevel.text = str(floor(PlayerState.level))
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func _on_enemy_died(enemyDifficulty, enemyTier, _enemyFaction) -> void:
var kill_exp = pow(pow(enemyTier + 1, 3), enemyDifficulty)
area_exp += kill_exp
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# Globals.debug_print("T: " + str(enemyTier) + " D: " + str(enemyDifficulty))
# Globals.debug_print("K: " + str(kill_exp))
# Globals.debug_print("A: " + str(area_exp))
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# TODO: maybe show earned exp on bar, separate from current
# use xp to next level and current level, subtract, figure out percentage per point exp, add to display?
# func _get_player_current_health() -> void:
# var playerCurrHeath = PlayerState.current_health
# $PlayerHealthBar/PlayerHealthCurrent.text = str(playerCurrHeath)
# $PlayerHealthBar.value = playerCurrHeath
# if playerCurrHeath <= 0:
# %PlayerInfo/PlayerHealthBar.value = 0
# Engine.time_scale = 0.0001
func _set_player_display() -> void:
var max_health = PlayerState.max_health
current_health = max_health
$PlayerHealthBar/PlayerHealthMax.text = str(max_health)
$PlayerHealthBar/PlayerHealthCurrent.text = str(current_health)
$PlayerHealthBar.value = current_health
func _set_player_current_health(change: int) -> void:
var prev_health = current_health
var new_health = prev_health + change
current_health = new_health
if current_health <= 0:
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$PlayerHealthBar/PlayerHealthCurrent.text = str(0)
$PlayerHealthBar.value = 0
# TODO: change to scene transition after slowing for a couple seconds
Engine.time_scale = 0.0001
else:
$PlayerHealthBar/PlayerHealthCurrent.text = str(new_health)
$PlayerHealthBar.value = new_health
func _on_enemy_damaged_player(damage: int) -> void:
var damage_received = damage
_set_player_current_health(-damage_received)
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func _calculate_player_level() -> float:
var current_exp = PlayerState.experience
return log((0.2 * current_exp + 5) / 5.0) + 1
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func _get_level_progress_percent() -> float:
var current_level = _calculate_player_level()
return fmod(current_level, 1) * 100.0
func _on_quest_completed() -> void:
PlayerState.experience += area_exp
PlayerState.level = _calculate_player_level()
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$PlayerExpBar.value = _get_level_progress_percent()
$PlayerLabel/PlayerLevel.text = str(floor(PlayerState.level))
# if Globals.debug:
# print("FA: ", area_exp)
# print("L: ", PlayerState.player_level)
# print("XP: ", PlayerState.player_exp)
# print("CL: ", _calculate_player_level())
# print("LP: ", _get_level_progress_percent())