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Make change hero into an ability icon

master
Luna 7 years ago
parent
commit
58a345b84a
2 changed files with 24 additions and 7 deletions
  1. +20
    -5
      scenes/player.tscn
  2. +4
    -2
      scripts/player.gd

+ 20
- 5
scenes/player.tscn View File

@ -1,8 +1,9 @@
[gd_scene load_steps=14 format=2]
[gd_scene load_steps=15 format=2]
[ext_resource path="res://scripts/player.gd" type="Script" id=1]
[ext_resource path="res://scripts/tp_camera.gd" type="Script" id=2]
[ext_resource path="res://scripts/player_name.gd" type="Script" id=3]
[ext_resource path="res://scenes/ability_icon.tscn" type="PackedScene" id=2]
[ext_resource path="res://scripts/tp_camera.gd" type="Script" id=3]
[ext_resource path="res://scripts/player_name.gd" type="Script" id=4]
[sub_resource type="CapsuleShape" id=1]
@ -365,10 +366,24 @@ percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="SwitchHero" parent="MasterOnly" index="2" instance=ExtResource( 2 )]
visible = false
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
margin_top = -107.0
margin_bottom = -98.0
cost = 100
ability_name = "Switch Hero"
display_progress = false
action = "switch_hero"
[node name="TPCamera" type="Spatial" parent="." index="5"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.56913, 0 )
script = ExtResource( 2 )
script = ExtResource( 3 )
cam = NodePath("Camera")
pivot = NodePath("Pivot")
@ -434,6 +449,6 @@ align = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
script = ExtResource( 3 )
script = ExtResource( 4 )

+ 4
- 2
scripts/player.gd View File

@ -20,6 +20,7 @@ var movement_charge = 0.15 # In percent per meter (except when heroes change tha
onready var switch_text = get_node("MasterOnly/ChargeBar/ChargeText")
onready var switch_bar = get_node("MasterOnly/ChargeBar")
onready var switch_bar_extra = get_node("MasterOnly/ChargeBar/Extra")
onready var switch_hero_action = get_node("MasterOnly/SwitchHero")
var fall_height = -400 # This is essentially the respawn timer
var switch_height = -150 # At this point, stop adding to switch_charge. This makes falls not charge you too much
@ -85,8 +86,9 @@ func _process(delta):
switch_charge += movement_charge * vel.length() * delta
switch_text.set_text("%d%%" % int(switch_charge)) # We truncate, rather than round, so that switch is displayed AT 100%
if switch_charge >= 100:
# Let switch_charge keep building, because we use it for walk_speed and things
switch_text.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
switch_hero_action.show()
else:
switch_hero_action.hide()
if switch_charge > switch_charge_cap:
# There is however a cap
switch_charge = switch_charge_cap


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