fix quest completion logic

This commit is contained in:
tonydero 2024-10-18 14:30:41 -06:00
parent 8294ff0655
commit df0a0cffaa
3 changed files with 15 additions and 15 deletions

View File

@ -35,7 +35,6 @@ layout_mode = 2
text = "1"
[node name="QuestComplete" type="Label" parent="."]
visible = false
modulate = Color(1, 1, 1, 0)
layout_mode = 2
size_flags_horizontal = 4

View File

@ -24,11 +24,10 @@ func _process(_delta: float) -> void:
func _set_goal_text() -> void:
var goalStr = WorldArea.GoalType.keys()[self.goalType].capitalize()
var factionStr = WorldArea.Faction.keys()[self.faction].capitalize()
match self.goalType:
WorldArea.GoalType.KILL:
$QuestProgress/GoalTypeVal.text = "Kill " + factionStr + "s"
$QuestProgress/GoalTypeVal.text = goalStr + " " + factionStr + "s"
func _set_goal_val() -> void:
$QuestProgress/GoalVal.text = str(self.goalTotal)
@ -48,14 +47,14 @@ func _quest_progress_hide() -> void:
func _quest_complete_show() -> void:
$QuestComplete.show()
$QuestComplete.modulate.a += 0.05
func _generate_random_quest() -> void:
pass
# TODO: generate random quest
# self.goalType = GoalTypes.
self.goalType = WorldArea.GoalType.KILL
self.faction = WorldArea.Faction.CREATURE
self.goalTotal = randi_range(20, 50)
# match self.goalType:
# GoalTypes.KILLMANY:
# self.faction = KillTypes.NATURAL

View File

@ -7,7 +7,8 @@ extends Control
var deltaCount := 0
var enemyMoveSpeed := 5.0
var questComplete := false
# var questComplete := false
var canContinue := false
var middleX
var playerPos
@ -33,9 +34,6 @@ func _ready() -> void:
func _process(_delta: float) -> void:
deltaCount += 1
playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75))
if _get_enemies().is_empty() and questComplete:
print("Area Complete!")
get_tree().quit()
func _generate_quest() -> void:
@ -47,7 +45,7 @@ func _create_enemy():
var enemy = load("res://scenes/enemy.tscn").instantiate()
enemy.scale = Vector2.ONE * 0.5
enemy.position = Vector2(randi_range(0, get_viewport_rect().size.x), -50)
enemy.speed *= randf_range(0.5, 2.0)
enemy.speed *= randf_range(0.67, 1.5)
enemy.target = playerPos
return enemy
@ -84,7 +82,11 @@ func _on_spawn_timer_timeout() -> void:
_spawn_enemies(1)
# TODO: move all quest stuff to quest class
# TODO: move all quest stuff to quest class?
func _on_quest_completed() -> void:
$SpawnTimer.stop()
questComplete = true
# questComplete = true
if _get_enemies().is_empty(): # and questComplete:
canContinue = true
# print("Area Complete!")
# get_tree().quit()