diff --git a/analytics/leveling-sim.gd b/analytics/leveling-sim.gd index 1495e67..e4edbf7 100644 --- a/analytics/leveling-sim.gd +++ b/analytics/leveling-sim.gd @@ -1,7 +1,7 @@ extends SceneTree -# NOTE: not sure if these are final +# NOTE: not likely final var exp_coefficient := 50 var exp_exponent := 1.7 diff --git a/scripts/AbilityPlayer.gd b/scripts/AbilityPlayer.gd index 9436b81..50a430a 100644 --- a/scripts/AbilityPlayer.gd +++ b/scripts/AbilityPlayer.gd @@ -96,7 +96,7 @@ func _get_targets_in_range(enemies) -> Array: func _apply_status() -> void: # 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 - # unnecessary... can just use await get_tree().create_timer(time).timeout + # unnecessary... can just loop await get_tree().create_timer(time).timeout pass @@ -118,4 +118,4 @@ func _on_idle_cooldown_timeout() -> void: if not enemiesList.is_empty() and self.visible: _deal_idle_damage(enemiesList) -# TODO: implement active damage with signal to send resources spent to player \ No newline at end of file +# 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 \ No newline at end of file diff --git a/scripts/NPCEnemy.gd b/scripts/NPCEnemy.gd index 17330e1..073730e 100644 --- a/scripts/NPCEnemy.gd +++ b/scripts/NPCEnemy.gd @@ -57,7 +57,7 @@ func _process(_delta: float) -> void: func _physics_process(_delta): velocity = position.direction_to(target) * speed # look_at(target) - # BUG: want enemy to stop when touching something, to prevent vibrating + # BUG: want enemy to pause when touching something, to prevent vibrating if position.distance_to(target) > 10 and get_slide_collision_count() == prevCollisions: move_and_slide() prevCollisions = get_slide_collision_count() diff --git a/scripts/Player.gd b/scripts/Player.gd index 6097503..6c311df 100644 --- a/scripts/Player.gd +++ b/scripts/Player.gd @@ -30,6 +30,7 @@ func _on_enemy_died(enemyDifficulty, enemyTier, _enemyFaction) -> void: # Globals.debug_print("K: " + str(kill_exp)) # Globals.debug_print("A: " + str(area_exp)) # TODO: maybe show earned exp on bar, separate from current + # overlay second bar under first, but still above foreground? # use xp to next level and current level, subtract, figure out percentage per point exp, add to display? diff --git a/scripts/SignalBus.gd b/scripts/SignalBus.gd index 2f23e26..b2fc47a 100644 --- a/scripts/SignalBus.gd +++ b/scripts/SignalBus.gd @@ -14,7 +14,7 @@ signal area_continue_pressed() func _dummy_func() -> void: - # HACK: to get rid of the unused signal warnings + # to get rid of the unused signal warnings enemy_died.emit() enemy_damaged_player.emit() quest_generated.emit() diff --git a/scripts/combat_ui_scene.gd b/scripts/combat_ui_scene.gd index cc1061b..df4256b 100644 --- a/scripts/combat_ui_scene.gd +++ b/scripts/combat_ui_scene.gd @@ -59,7 +59,7 @@ func _go_next_area() -> void: # Globals.debug_print("gna signal emitted") %QuestsContainer.remove_child(prevAreaQuest) # Globals.debug_print("gna quest removed") - # HACK: rethink logic flow, memory leaking like a seive + # FIXME: rethink logic flow, memory/nodes leaking like a seive # prevAreaQuest.queue_free() totalAreas += 1 %AreaCountVal.text = str(totalAreas)