added an assassinate target modifier

This commit is contained in:
Derek
2025-05-04 23:35:43 -05:00
parent 68facaf544
commit 6521b39492
20 changed files with 467 additions and 24 deletions

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@@ -0,0 +1,59 @@
extends Node
class_name Modifier
@export var time_to_kill : float = 30.0
@onready var level: Node3D = $"../../Level"
@onready var marker = preload("res://enemyTargetMarker.tscn")
@onready var level_control = get_tree().current_scene
var target_enemy
var timer
func _ready() -> void:
await get_tree().create_timer(5).timeout
select_random_enemy()
SignalBus.connect("enemy_killed",check_killed_target)
timer = time_to_kill
func _process(delta: float) -> void:
if target_enemy != null:
if timer > 0:
timer -= delta
update_timer("kill target")
else:
level_control.die()
func update_timer(label):
var rounded_timer = round(timer)
SignalBus.emit_signal("ui_timer_update",label,timer)
func check_killed_target(enemy):
print("ENEMY KILLED : ",enemy)
print("TARGET ENEMY : ",target_enemy)
if enemy == target_enemy:
timer = time_to_kill
target_enemy = null
select_random_enemy()
func add_marker_to_enemy():
if target_enemy != null:
var instance_marker = marker.instantiate()
target_enemy.add_child(instance_marker)
instance_marker.global_position = target_enemy.global_position
func select_random_enemy():
var level_stuff = level.get_children()
var enemies = []
for node in level_stuff:
print(node)
if node is Enemy:
enemies.append(node)
if enemies.size() > 0:
target_enemy = enemies.pick_random()
add_marker_to_enemy()
print("TARGET ENEMY : ",target_enemy.name)
else:
print("KILLED EM ALL")

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@@ -0,0 +1 @@
uid://dhmpfl0bks8sf

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@@ -5,7 +5,7 @@
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hthjk"]
transparency = 1
shading_mode = 0
albedo_color = Color(1, 1, 1, 0)
albedo_color = Color(0, 0.498039, 0, 0.568627)
[node name="ChestSpawner" type="CSGBox3D" groups=["chest_spawner"]]
material = SubResource("StandardMaterial3D_hthjk")

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@@ -1,6 +1,9 @@
extends CSGBox3D
class_name CSGSpawner
func _ready() -> void:
visible = false
func random_box_pos():
var x : float = randf_range(size.x / 2, -size.x /2)
var y : float = randf_range(size.y/ 2, -size.y /2)

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@@ -22,7 +22,7 @@ func die():
if GameGlobals.last_hit_path == str(get_path()):
GameGlobals.last_hit_path = null
SignalBus.emit_signal("enemy_killed")
SignalBus.emit_signal("enemy_killed",enemy)
func drop_loot():
var number_of_drops = enemy.loot_amount

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@@ -1,2 +1,5 @@
extends CSGSpawner
class_name EnemySpawner
func _ready() -> void:
visible = false

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@@ -26,6 +26,7 @@ var crosshair_target
@onready var crosshair_center: TextureRect = $StaticItems/CrosshairCenter
@onready var pickup_item_indicator = preload("res://assets/pickup_item_indicator.tscn")
@onready var wobble_items: Control = $WobbleItems
@onready var timer_counter: Label = $WobbleItems/Timer_counter
const STAM_BAR_MAX_OPACITY = 1.0
@@ -45,6 +46,7 @@ func _ready() -> void:
viewportCenter = Vector2(viewportWidth/2,viewportHeight/2)
SignalBus.player_hit.connect(player_hit)
SignalBus.ui_timer_update.connect(update_timer)
money_count = GameGlobals.money
@@ -53,7 +55,7 @@ func _ready() -> void:
health_bar_start_pos = health_bar.position
crosshair_target = CROSSHAIR_SIZE
timer_counter.visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -123,6 +125,11 @@ func _process(delta: float) -> void:
wobble_items.position = hud_wobble(delta/Engine.time_scale)
func update_timer(label,timer):
if timer_counter.visible == false:
timer_counter.visible = true
timer_counter.text = str(label,"\n", timer)
func shake_element(amount):
var rand_x = randf_range(-amount,amount)

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@@ -19,8 +19,14 @@ func _on_body_entered(body: Node3D) -> void:
timer.start(1)
var scene = load(level_info["level_path"]).instantiate()
scene_holder.add_child(scene)
scene.global_position = global_position + SCENE_SPAWN_OFFSET
var spawn_tube_offset_pos = Vector3.ZERO
if scene.tube_top != null:
spawn_tube_offset_pos = scene.tube_top.position
scene.global_position = global_position + SCENE_SPAWN_OFFSET + spawn_tube_offset_pos
var level_control = get_tree().current_scene
level_control.spawn_crown()

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@@ -13,7 +13,7 @@ signal player_hit()
signal shot_fired(crosshair_jump_amount)
signal player_reloading()
signal enemy_hit()
signal enemy_killed()
signal enemy_killed(enemy)
signal king_killed()
signal weapon_list_changed()
@@ -22,3 +22,6 @@ signal weapon_list_changed()
##ENEMY
signal suspicious_sound(position,loudness,max_distance)
signal engaging_target(enemy,target_position)
##UI
signal ui_timer_update(label,timer)

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@@ -101,9 +101,6 @@ func _ready():
func _process(delta):
line_of_sight.global_position = global_position
move_and_slide()
if !is_on_floor():
velocity -= Vector3(0,9.8,0) * delta
look_at_player()

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@@ -1,8 +1,16 @@
extends Node3D
@export var tube_top : SpawnTube
var offset_pos
const CHEST_1 = preload("res://chest1.tscn")
func _ready() -> void:
if tube_top != null:
position = -tube_top.position
spawn_chests()
func spawn_chests():

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@@ -1,4 +1,5 @@
extends Node3D
class_name SpawnTube
@export var level_bounds : LevelBounds