gae_wild_jam/scripts/perk_effects.gd

45 lines
1.2 KiB
GDScript

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 cauldron
var available_perks: Array[Perk] = []
var fireball_aoe_enabled = false
# Called when the node enters the scene tree for the first time.
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)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func double_shuriken():
witch.shuriken_count = 2
func fireball_aoe():
fireball_aoe_enabled = true
func brew_explosion():
cauldron.brew_explosion = true