extends Node2D @onready var witch = get_node("/root/Game/Witch") @onready var player = get_node("/root/Game/Player") var fireball = preload("res://scenes/fireball.tscn") var throwing_knife = preload("res://scenes/throwing_knive.tscn") var cauldron var available_perks: Array[Perk] = [] var fireball_aoe_enabled = false var throwing_knife_enabled = false var throwing_knife_cooldown: float = 2.0 var throwing_knife_count: int = 1 var _knife_timer: float = 0.0 var spellbook_scene = preload("res://scenes/spellbook.tscn") var spellbook_count: int = 0 var spellbook_damage: int = 12 var spellbook_speed: float = 1.5 const SPELLBOOK_RADIUS: float = 60.0 var _spellbook_angle: float = 0.0 var _spellbooks: Array = [] func _ready() -> void: cauldron = witch.get_node("CauldronBar") var dsh = Perk.new() dsh.name = "Double Shuriken" dsh.description = "Throw two shurikens instead of one" dsh.effect = double_shuriken available_perks.append(dsh) var faoe = Perk.new() faoe.name = "AOE Fireball" faoe.description = "Fireballs spawn an explosion on contact" faoe.effect = fireball_aoe available_perks.append(faoe) var bexp = Perk.new() bexp.name = "Brew Explosion" bexp.description = "The Witch casts an explosion on finishing a brew" bexp.effect = brew_explosion available_perks.append(bexp) var tk = Perk.new() tk.name = "Throwing Knife" tk.description = "Automatically throw a knife at the nearest enemy every second" tk.effect = enable_throwing_knife available_perks.append(tk) var sb = Perk.new() sb.name = "Spellbook" sb.description = "A spellbook orbits the witch, dealing 12 damage to enemies it touches" sb.effect = unlock_spellbook available_perks.append(sb) func _process(delta: float) -> void: if throwing_knife_enabled: _knife_timer += delta if _knife_timer >= throwing_knife_cooldown: _knife_timer = 0.0 _shoot_throwing_knife() if spellbook_count > 0: _spellbook_angle += spellbook_speed * delta for i in range(_spellbooks.size()): var offset = (TAU / _spellbooks.size()) * i _spellbooks[i].global_position = witch.global_position + Vector2(cos(_spellbook_angle + offset), sin(_spellbook_angle + offset)) * SPELLBOOK_RADIUS func double_shuriken(): witch.shuriken_count = 2 func fireball_aoe(): fireball_aoe_enabled = true func brew_explosion(): cauldron.brew_explosion = true func enable_throwing_knife(): throwing_knife_enabled = true var upg = Perk.new() upg.name = "Knife Cooldown" upg.description = "Reduce throwing knife cooldown by 0.2s (min 1s)" upg.effect = knife_cooldown_upgrade available_perks.append(upg) var ek = Perk.new() ek.name = "Extra Knife" ek.description = "Throw one additional knife per attack (max 3)" ek.effect = extra_knife available_perks.append(ek) func extra_knife(): throwing_knife_count = min(throwing_knife_count + 1, 3) if throwing_knife_count < 3: var ek = Perk.new() ek.name = "Extra Knife" ek.description = "Throw one additional knife per attack (max 3)" ek.effect = extra_knife available_perks.append(ek) func knife_cooldown_upgrade(): throwing_knife_cooldown = maxf(1.0, throwing_knife_cooldown - 0.2) if throwing_knife_cooldown > 1.0: var upg = Perk.new() upg.name = "Knife Cooldown" upg.description = "Reduce throwing knife cooldown by 0.2s (min 1s)" upg.effect = knife_cooldown_upgrade available_perks.append(upg) func _shoot_throwing_knife() -> void: for i in range(throwing_knife_count): var knife = throwing_knife.instantiate() knife.global_position = witch.global_position witch.get_parent().add_child(knife) func unlock_spellbook() -> void: spellbook_count = 1 _rebuild_spellbooks() var eb = Perk.new() eb.name = "Extra Book" eb.description = "Add another spellbook (max 5)" eb.effect = extra_book available_perks.append(eb) var fo = Perk.new() fo.name = "Faster Orbit" fo.description = "Spellbooks orbit the witch faster" fo.effect = faster_orbit available_perks.append(fo) var bd = Perk.new() bd.name = "Book Damage" bd.description = "Spellbooks deal 4 more damage" bd.effect = book_damage available_perks.append(bd) func extra_book() -> void: spellbook_count = min(spellbook_count + 1, 5) _rebuild_spellbooks() if spellbook_count < 5: var eb = Perk.new() eb.name = "Extra Book" eb.description = "Add another spellbook (max 5)" eb.effect = extra_book available_perks.append(eb) func faster_orbit() -> void: spellbook_speed += 0.5 var fo = Perk.new() fo.name = "Faster Orbit" fo.description = "Spellbooks orbit the witch faster" fo.effect = faster_orbit available_perks.append(fo) func book_damage() -> void: spellbook_damage += 4 for book in _spellbooks: book.damage = spellbook_damage var bd = Perk.new() bd.name = "Book Damage" bd.description = "Spellbooks deal 4 more damage" bd.effect = book_damage available_perks.append(bd) func _rebuild_spellbooks() -> void: for book in _spellbooks: book.queue_free() _spellbooks.clear() for i in range(spellbook_count): var book = spellbook_scene.instantiate() book.damage = spellbook_damage witch.get_parent().add_child(book) _spellbooks.append(book)