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Author SHA1 Message Date
Artur 85e0ca75ff Polished Laser visuals and added perk that added retargeting on kill 2026-06-02 16:36:27 +02:00
Artur 89446660c0 Added Laser Spell, no recipe yet 2026-06-02 16:12:08 +02:00
12 changed files with 342 additions and 1 deletions

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@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://cn7yee27ivj7b"
path="res://.godot/imported/laser.wav-ff32fed33cb3ccbcd074381583780fec.sample"
[deps]
source_file="res://assets/music&sfx/sfx/laser.wav"
dest_files=["res://.godot/imported/laser.wav-ff32fed33cb3ccbcd074381583780fec.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2

122
scenes/beam.tscn 100644
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@ -0,0 +1,122 @@
[gd_scene format=3 uid="uid://d2mpjsuueg0bn"]
[ext_resource type="Script" uid="uid://bdhx27edemfce" path="res://scripts/beam.gd" id="1_beam00"]
[ext_resource type="Texture2D" uid="uid://dxox0vjihmukh" path="res://assets/Fire Pixel Bullet 16x16/All_Fire_Bullet_Pixel_16x16_05.png" id="2_hl8vi"]
[sub_resource type="AtlasTexture" id="AtlasTexture_daiji"]
atlas = ExtResource("2_hl8vi")
region = Rect2(96, 0, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_bawts"]
atlas = ExtResource("2_hl8vi")
region = Rect2(112, 0, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_8wlve"]
atlas = ExtResource("2_hl8vi")
region = Rect2(128, 0, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_bt3ye"]
atlas = ExtResource("2_hl8vi")
region = Rect2(144, 0, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_a06w7"]
atlas = ExtResource("2_hl8vi")
region = Rect2(96, 16, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_5fvdj"]
atlas = ExtResource("2_hl8vi")
region = Rect2(112, 16, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_djxf5"]
atlas = ExtResource("2_hl8vi")
region = Rect2(128, 16, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_eeead"]
atlas = ExtResource("2_hl8vi")
region = Rect2(144, 16, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_qfoqh"]
atlas = ExtResource("2_hl8vi")
region = Rect2(96, 32, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_tuykp"]
atlas = ExtResource("2_hl8vi")
region = Rect2(112, 32, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_2dcgn"]
atlas = ExtResource("2_hl8vi")
region = Rect2(128, 32, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_7703o"]
atlas = ExtResource("2_hl8vi")
region = Rect2(144, 32, 16, 16)
[sub_resource type="SpriteFrames" id="SpriteFrames_beam0"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_daiji")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_bawts")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8wlve")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_bt3ye")
}],
"loop": true,
"name": &"end",
"speed": 10.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_a06w7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_5fvdj")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_djxf5")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_eeead")
}],
"loop": true,
"name": &"middle",
"speed": 10.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qfoqh")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuykp")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_2dcgn")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_7703o")
}],
"loop": true,
"name": &"start",
"speed": 10.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_beam0"]
size = Vector2(16, 8)
[node name="Beam" type="Area2D" unique_id=968931754]
script = ExtResource("1_beam00")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=100000001]
texture_filter = 1
sprite_frames = SubResource("SpriteFrames_beam0")
animation = &"end"
frame_progress = 0.02647079
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=100000002]
shape = SubResource("RectangleShape2D_beam0")
disabled = true

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@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://claser0spell1"]
[ext_resource type="Script" path="res://scripts/laser.gd" id="1_laser0"]
[node name="Laser" type="Node2D"]
script = ExtResource("1_laser0")

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@ -8,6 +8,7 @@ const SHURIKEN = "SHURIKEN"
const FIREBALL = "FIREBALL" const FIREBALL = "FIREBALL"
const FIRE_SWIRL = "FIRE_SWIRL" const FIRE_SWIRL = "FIRE_SWIRL"
const TORNADO = "TORNADO" const TORNADO = "TORNADO"
const LASER = "LASER"
# Each spell's display recipe: sorted apples-first, grapes-last # Each spell's display recipe: sorted apples-first, grapes-last
var recipes: Dictionary = { var recipes: Dictionary = {
@ -15,6 +16,7 @@ var recipes: Dictionary = {
FIREBALL: [APPLE, APPLE, APPLE], FIREBALL: [APPLE, APPLE, APPLE],
FIRE_SWIRL: [APPLE, APPLE, GRAPE], FIRE_SWIRL: [APPLE, APPLE, GRAPE],
TORNADO: [GRAPE, GRAPE, GRAPE], TORNADO: [GRAPE, GRAPE, GRAPE],
LASER: [],
} }
# Takes cauldron slot_states (uses texture indices: 2 = apple, 4 = grape) # Takes cauldron slot_states (uses texture indices: 2 = apple, 4 = grape)

11
scripts/beam.gd 100644
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@ -0,0 +1,11 @@
extends Area2D
@export var beam_type := "middle"
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var shape: CollisionShape2D = $CollisionShape2D
func _ready() -> void:
if sprite.sprite_frames.has_animation(beam_type):
sprite.play(beam_type)
shape.disabled = beam_type != "middle"

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@ -0,0 +1 @@
uid://bdhx27edemfce

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@ -14,6 +14,7 @@ func _ready() -> void:
SpellLibrary.SHURIKEN: _witch.shoot_shuriken, SpellLibrary.SHURIKEN: _witch.shoot_shuriken,
SpellLibrary.FIRE_SWIRL: _witch.shoot_fire_swirl, SpellLibrary.FIRE_SWIRL: _witch.shoot_fire_swirl,
SpellLibrary.TORNADO: _witch.shoot_tornado, SpellLibrary.TORNADO: _witch.shoot_tornado,
SpellLibrary.LASER: _witch.shoot_laser,
} }
_build_ui() _build_ui()
hide() hide()

140
scripts/laser.gd 100644
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@ -0,0 +1,140 @@
extends Node2D
const BEAM_DURATION := 3.0
const PRIMARY_TICK_DMG := 40
const SPLASH_TICK_DMG := 3
const TICK_INTERVAL := 0.5
const SWEEP_RATE := 22.0
@export var segment_size := 16.0
@export var start_offset := 24.0
@onready var perk_effects = get_node("/root/Game/PerkEffects")
var beam_seg := preload("res://scenes/beam.tscn")
var target: Node2D = null
var all_segs: Array = []
var mid_segs: Array = []
var tick_timer := 0.0
var elapsed := 0.0
var done := false
var current_angle := 0.0
var sweep_to := 0.0
var sweeping := false
func _ready() -> void:
target = get_highest_hp_enemy()
if target == null:
queue_free()
return
current_angle = global_position.direction_to(target.global_position).angle()
rebuild_segments()
func _process(delta: float) -> void:
if done:
return
elapsed += delta
tick_timer += delta
if sweeping:
current_angle = lerp_angle(current_angle, sweep_to, 1.0 - exp(-SWEEP_RATE * delta))
if abs(angle_difference(current_angle, sweep_to)) < 0.005:
current_angle = sweep_to
sweeping = false
rebuild_segments()
if tick_timer >= TICK_INTERVAL:
tick_timer -= TICK_INTERVAL
do_damage_tick()
if elapsed >= BEAM_DURATION:
done = true
cleanup()
func rebuild_segments() -> void:
var dir := Vector2.from_angle(current_angle)
var beam_start := global_position + dir * start_offset
var dest_dist := global_position.distance_to(target.global_position)
var beam_dist := dest_dist - start_offset
var n_mid := int(max(0.0, beam_dist - segment_size) / segment_size)
var positions: Array = [beam_start]
var types: Array = ["start"]
for i in range(n_mid):
positions.append(beam_start + dir * (segment_size * float(i + 1)))
types.append("middle")
positions.append(beam_start + dir * (segment_size * float(n_mid + 1)))
types.append("end")
while all_segs.size() < positions.size():
var seg = beam_seg.instantiate()
get_parent().add_child(seg)
all_segs.append(seg)
while all_segs.size() > positions.size():
var seg = all_segs.pop_back()
if is_instance_valid(seg):
seg.queue_free()
mid_segs.clear()
for i in range(all_segs.size()):
var seg = all_segs[i]
if not is_instance_valid(seg):
continue
seg.global_position = positions[i]
seg.rotation = current_angle
if seg.beam_type != types[i]:
seg.beam_type = types[i]
seg.shape.disabled = types[i] != "middle"
if seg.sprite.sprite_frames.has_animation(types[i]):
seg.sprite.play(types[i])
if types[i] == "middle":
mid_segs.append(seg)
if all_segs.size() > 1 and is_instance_valid(all_segs[0]):
var ref_frame: int = all_segs[0].sprite.frame
var ref_progress: float = all_segs[0].sprite.frame_progress
for i in range(1, all_segs.size()):
var seg = all_segs[i]
if is_instance_valid(seg):
seg.sprite.frame = ref_frame
seg.sprite.frame_progress = ref_progress
func retarget(new_target: Node2D) -> void:
target = new_target
sweep_to = global_position.direction_to(new_target.global_position).angle()
sweeping = true
func do_damage_tick() -> void:
if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
var new_target = get_highest_hp_enemy()
if new_target != null:
retarget(new_target)
if is_instance_valid(target) and not target.is_dying:
target.take_damage(PRIMARY_TICK_DMG)
var hit: Array = []
for seg in mid_segs:
if not is_instance_valid(seg):
continue
for body in seg.get_overlapping_bodies():
if body.is_in_group("enemies") and not body.is_dying \
and body != target and not hit.has(body):
body.take_damage(SPLASH_TICK_DMG)
hit.append(body)
func cleanup() -> void:
for seg in all_segs:
if is_instance_valid(seg):
seg.queue_free()
queue_free()
func get_highest_hp_enemy() -> Node2D:
var best: Node2D = null
var best_hp: int = -1
for enemy in get_tree().get_nodes_in_group("enemies"):
if not is_instance_valid(enemy) or enemy.is_dying:
continue
if enemy.hp > best_hp:
best_hp = enemy.hp
best = enemy
return best

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@ -0,0 +1 @@
uid://dp6b3imslv10d

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@ -7,6 +7,7 @@ var throwing_knife = preload("res://scenes/throwing_knive.tscn")
var cauldron var cauldron
var available_perks: Array[Perk] = [] var available_perks: Array[Perk] = []
var fireball_aoe_enabled = false var fireball_aoe_enabled = false
var laser_retarget_enabled = false
var throwing_knife_enabled = false var throwing_knife_enabled = false
var throwing_knife_cooldown: float = 2.0 var throwing_knife_cooldown: float = 2.0
var throwing_knife_count: int = 1 var throwing_knife_count: int = 1
@ -21,6 +22,7 @@ var _spellbook_angle: float = 0.0
var _spellbooks: Array = [] var _spellbooks: Array = []
var _icon_knife = preload("res://assets/weapons/knvie.png") var _icon_knife = preload("res://assets/weapons/knvie.png")
var _icon_laser: AtlasTexture
var _icon_book = preload("res://assets/books_set_2/books_pentagram.png") var _icon_book = preload("res://assets/books_set_2/books_pentagram.png")
var _icon_brew = preload("res://assets/books_set_2/books_health_potion.png") var _icon_brew = preload("res://assets/books_set_2/books_health_potion.png")
var _icon_shuriken: AtlasTexture var _icon_shuriken: AtlasTexture
@ -51,6 +53,19 @@ func _ready() -> void:
_icon_player.atlas = preload("res://assets/Swordsman_lvl1/Without_shadow/Swordsman_lvl1_Idle_without_shadow.png") _icon_player.atlas = preload("res://assets/Swordsman_lvl1/Without_shadow/Swordsman_lvl1_Idle_without_shadow.png")
_icon_player.region = Rect2(0, 0, 64, 64) _icon_player.region = Rect2(0, 0, 64, 64)
_icon_laser = AtlasTexture.new()
_icon_laser.atlas = preload("res://assets/Fire Pixel Bullet 16x16/All_Fire_Bullet_Pixel_16x16_05.png")
_icon_laser.region = Rect2(96, 16, 16, 16)
var lrt = Perk.new()
lrt.name = "Laser Lock-On"
lrt.description = "Laser retargets to the next highest health enemy on kill"
lrt.stats = _stat_toggle("Retarget")
lrt.spell = SpellLibrary.LASER
lrt.icon = _icon_laser
lrt.effect = laser_retarget
available_perks.append(lrt)
var dsh = Perk.new() var dsh = Perk.new()
dsh.name = "Double Shuriken" dsh.name = "Double Shuriken"
dsh.description = "Fire two shurikens at once" dsh.description = "Fire two shurikens at once"
@ -135,6 +150,9 @@ func _process(delta: float) -> void:
var offset = (TAU / _spellbooks.size()) * i var offset = (TAU / _spellbooks.size()) * i
_spellbooks[i].global_position = witch.global_position + Vector2(cos(_spellbook_angle + offset), sin(_spellbook_angle + offset)) * SPELLBOOK_RADIUS _spellbooks[i].global_position = witch.global_position + Vector2(cos(_spellbook_angle + offset), sin(_spellbook_angle + offset)) * SPELLBOOK_RADIUS
func laser_retarget():
laser_retarget_enabled = true
func double_shuriken(): func double_shuriken():
witch.shuriken_count = 2 witch.shuriken_count = 2

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@ -8,8 +8,10 @@ var fireball = preload("res://scenes/fireball.tscn")
var shuriken = preload("res://scenes/shuriken.tscn") var shuriken = preload("res://scenes/shuriken.tscn")
var fire_swirl = preload("res://scenes/fire_swirl.tscn") var fire_swirl = preload("res://scenes/fire_swirl.tscn")
var tornado = preload("res://scenes/tornado.tscn") var tornado = preload("res://scenes/tornado.tscn")
var laser = preload("res://scenes/laser.tscn")
var shuriken_count = 1 var shuriken_count = 1
var _fire_sfx = preload("res://assets/music&sfx/sfx/fire.wav") var _fire_sfx = preload("res://assets/music&sfx/sfx/fire.wav")
var _laser_sfx = preload("res://assets/music&sfx/sfx/laser.wav")
var max_hp: int = 100 var max_hp: int = 100
var current_hp: int = 100 var current_hp: int = 100
@ -99,6 +101,19 @@ func shoot_tornado():
tw.global_position = target.global_position if target != null else global_position tw.global_position = target.global_position if target != null else global_position
get_parent().add_child(tw) get_parent().add_child(tw)
camera.shake(0.3, 0.8) camera.shake(0.3, 0.8)
func shoot_laser():
var ls = laser.instantiate()
ls.global_position = global_position
get_parent().add_child(ls)
camera.shake(0.4, 1.2)
var asp = AudioStreamPlayer.new()
asp.stream = _laser_sfx
asp.volume_db = 6
asp.bus = "SFX"
get_parent().add_child(asp)
asp.play()
asp.finished.connect(asp.queue_free)
func take_damage(amount: int) -> void: func take_damage(amount: int) -> void:
if is_invincible: if is_invincible: