various minor changes
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@ -1,7 +1,7 @@
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extends SceneTree
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# NOTE: not sure if these are final
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# NOTE: not likely final
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var exp_coefficient := 50
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var exp_exponent := 1.7
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@ -96,7 +96,7 @@ func _get_targets_in_range(enemies) -> Array:
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func _apply_status() -> void:
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# TODO: Try passing damage and status type to target for mods, e.g. burning or stunned, and use with singleton stats to add thread to target for damage or do other things depending on the case
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# unnecessary... can just use await get_tree().create_timer(time).timeout
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# unnecessary... can just loop await get_tree().create_timer(time).timeout
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pass
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@ -118,4 +118,4 @@ func _on_idle_cooldown_timeout() -> void:
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if not enemiesList.is_empty() and self.visible:
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_deal_idle_damage(enemiesList)
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# TODO: implement active damage with signal to send resources spent to player
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# TODO: implement active damage with signal to send resources spent to player cast/charge-time based instead of cooldowns for active abilities, but still uses "cooldown" value
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@ -57,7 +57,7 @@ func _process(_delta: float) -> void:
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func _physics_process(_delta):
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velocity = position.direction_to(target) * speed
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# look_at(target)
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# BUG: want enemy to stop when touching something, to prevent vibrating
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# BUG: want enemy to pause when touching something, to prevent vibrating
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if position.distance_to(target) > 10 and get_slide_collision_count() == prevCollisions:
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move_and_slide()
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prevCollisions = get_slide_collision_count()
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@ -30,6 +30,7 @@ func _on_enemy_died(enemyDifficulty, enemyTier, _enemyFaction) -> void:
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# Globals.debug_print("K: " + str(kill_exp))
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# Globals.debug_print("A: " + str(area_exp))
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# TODO: maybe show earned exp on bar, separate from current
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# overlay second bar under first, but still above foreground?
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# use xp to next level and current level, subtract, figure out percentage per point exp, add to display?
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@ -14,7 +14,7 @@ signal area_continue_pressed()
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func _dummy_func() -> void:
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# HACK: to get rid of the unused signal warnings
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# to get rid of the unused signal warnings
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enemy_died.emit()
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enemy_damaged_player.emit()
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quest_generated.emit()
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@ -59,7 +59,7 @@ func _go_next_area() -> void:
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# Globals.debug_print("gna signal emitted")
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%QuestsContainer.remove_child(prevAreaQuest)
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# Globals.debug_print("gna quest removed")
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# HACK: rethink logic flow, memory leaking like a seive
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# FIXME: rethink logic flow, memory/nodes leaking like a seive
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# prevAreaQuest.queue_free()
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totalAreas += 1
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%AreaCountVal.text = str(totalAreas)
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