From f7ecca3fe9c07770592d2bdcefb28d8f67738371 Mon Sep 17 00:00:00 2001 From: konsumlamm Date: Sun, 14 Apr 2024 21:53:20 +0200 Subject: [PATCH] Fix warnings Simplify rain of blood --- src/scripts/spells/fireball.gd | 5 ++--- src/scripts/spells/fish.gd | 5 ++--- src/scripts/spells/lightning.gd | 5 ++--- src/scripts/spells/rain_of_blood.gd | 23 ++++++++++------------- src/scripts/spells/strike.gd | 5 ++--- 5 files changed, 18 insertions(+), 25 deletions(-) diff --git a/src/scripts/spells/fireball.gd b/src/scripts/spells/fireball.gd index 19ecc70..88aca1a 100644 --- a/src/scripts/spells/fireball.gd +++ b/src/scripts/spells/fireball.gd @@ -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()) diff --git a/src/scripts/spells/fish.gd b/src/scripts/spells/fish.gd index 08a914b..69e5442 100644 --- a/src/scripts/spells/fish.gd +++ b/src/scripts/spells/fish.gd @@ -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 diff --git a/src/scripts/spells/lightning.gd b/src/scripts/spells/lightning.gd index d2ed388..b45f841 100644 --- a/src/scripts/spells/lightning.gd +++ b/src/scripts/spells/lightning.gd @@ -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()) diff --git a/src/scripts/spells/rain_of_blood.gd b/src/scripts/spells/rain_of_blood.gd index 6e485b6..dda6341 100644 --- a/src/scripts/spells/rain_of_blood.gd +++ b/src/scripts/spells/rain_of_blood.gd @@ -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() diff --git a/src/scripts/spells/strike.gd b/src/scripts/spells/strike.gd index 021564c..cba92af 100644 --- a/src/scripts/spells/strike.gd +++ b/src/scripts/spells/strike.gd @@ -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())