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Fix warnings
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Simplify rain of blood
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konsumlamm committed Apr 14, 2024
1 parent ddead72 commit f7ecca3
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Showing 5 changed files with 18 additions and 25 deletions.
5 changes: 2 additions & 3 deletions src/scripts/spells/fireball.gd
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
extends SpellBase

const PROJECTILE = preload("res://scenes/projectiles/fireball.tscn")
const Fireball = preload("res://scenes/projectiles/fireball.tscn")

func cast(player: Player, _enemies: Array[Node]):
var projectile = PROJECTILE.instantiate()
spawn_projectile(player, projectile)
spawn_projectile(player, Fireball.instantiate())
5 changes: 2 additions & 3 deletions src/scripts/spells/fish.gd
Original file line number Diff line number Diff line change
@@ -1,10 +1,9 @@
extends SpellBase

var Projectile = preload("res://scenes/projectiles/fish.tscn")
const Fish = preload("res://scenes/projectiles/fish.tscn")

func cast(player: CharacterBody2D, _enemies: Array[Node]):
var projectile = Projectile.instantiate()
spawn_projectile(player, projectile)
spawn_projectile(player, Fish.instantiate())
# TODO: status effects
# var idx = SpellBook.Spells.FISH
# var status = player.status
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5 changes: 2 additions & 3 deletions src/scripts/spells/lightning.gd
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
extends SpellBase

const PROJECTILE = preload("res://scenes/projectiles/lightning.tscn")
const Lightning = preload("res://scenes/projectiles/lightning.tscn")

func cast(player: Player, _enemies: Array[Node]):
var projectile = PROJECTILE.instantiate()
spawn_projectile(player, projectile)
spawn_projectile(player, Lightning.instantiate())
23 changes: 10 additions & 13 deletions src/scripts/spells/rain_of_blood.gd
Original file line number Diff line number Diff line change
@@ -1,22 +1,19 @@
extends SpellBase

var effect_count
var timer
const DAMAGE_PER_SECOND := 2.0

func cast(_player: CharacterBody2D, enemies: Array[Node]):
var spell_idx = SpellBook.Spells.RAIN_OF_BLOOD
var spell_item_script = SpellBook.spell_item_scripts[spell_idx].new()
var duration = spell_item_script.duration
effect_count = duration
var timer: Timer

func cast(player: Player, enemies: Array[Node]):
timer = Timer.new()
timer.wait_time = 1.0
timer.timeout.connect(time_out.bind(enemies))
_player.add_child(timer)
timer.timeout.connect(_time_out.bind(enemies))
player.add_child(timer)
timer.start()

func time_out(enemies: Array[Node]):
if effect_count <= 0: timer.queue_free()
func _time_out(enemies: Array[Node]):
for enemy in enemies:
enemy.take_damage(2.0)
effect_count -= 1
enemy.take_damage(DAMAGE_PER_SECOND)

func uncast(_player: Player, _enemies: Array[Node]):
timer.queue_free()
5 changes: 2 additions & 3 deletions src/scripts/spells/strike.gd
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
extends SpellBase

const PROJECTILE = preload("res://scenes/projectiles/strike.tscn")
const Strike = preload("res://scenes/projectiles/strike.tscn")

func cast(player: Player, _enemies: Array[Node]):
var projectile = PROJECTILE.instantiate()
spawn_projectile(player, projectile)
spawn_projectile(player, Strike.instantiate())

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