Fix des timer attaque + ajout tableau slot attaque

This commit is contained in:
Elouan 2025-01-24 22:51:25 +01:00
parent e9952f4ec9
commit 4040779923
11 changed files with 155 additions and 106 deletions

View file

@ -9,20 +9,30 @@ var boost_speed = 0
var flute = null
var tambour = null
var lyre = null
# Slot actif (0 = Flûte, 1 = Tambour)
var active_slot = 0
var flute_timer = 0.0
var tambour_timer = 0.0
var lyre_timer = 0.0
var flute_timer = 0
var flute_cooldown = 0.5
var tambour_cooldown = 3.0
var lyre_cooldown = 1
var slot = [null, null]
func _ready() -> void:
flute = load("res://scripts/Instrument/Flute.gd").new()
flute.set_scene_parent(get_tree().get_root())
slot.append(flute)
tambour = load("res://scripts/Instrument/Tambour.gd").new()
tambour.set_scene_parent(get_tree().get_root())
lyre = load("res://scripts/Instrument/Lyre.gd").new()
lyre.set_scene_parent(get_tree().get_root())
slot.append(lyre)
func _physics_process(delta: float) -> void:
move_and_slide()
@ -32,7 +42,6 @@ func _process(delta: float) -> void:
direction.x = Input.get_action_raw_strength("BOUGER_DROITE") - Input.get_action_raw_strength("BOUGER_GAUCHE")
direction.y = Input.get_action_raw_strength("BOUGER_BAS") - Input.get_action_raw_strength("BOUGER_HAUT")
if direction != Vector2.ZERO:
if direction == previous_direction:
if direction.x != 0 and direction.y != 0:
@ -42,31 +51,51 @@ func _process(delta: float) -> void:
else:
boost_speed = 0
previous_direction = direction
velocity = direction * (move_speed + boost_speed)
if Input.is_action_just_pressed("CHANGER_SLOT"):
active_slot = (active_slot + 1) % 2
previous_direction = direction
velocity = direction * (move_speed + boost_speed)
else:
velocity = Vector2.ZERO
var direction_balle = Vector2.ZERO
var angle = 0
var angle_lyre = 0
if Input.is_action_pressed("JOUER_MUSIQUE_HAUT"):
direction_balle = Vector2(0, -1)
angle = 180
angle_lyre = 270
elif Input.is_action_pressed("JOUER_MUSIQUE_BAS"):
direction_balle = Vector2(0, 1)
angle = 0
angle_lyre = 90
elif Input.is_action_pressed("JOUER_MUSIQUE_DROITE"):
direction_balle = Vector2(1, 0)
angle = 270
elif Input.is_action_pressed("JOUER_MUSIQUE_GAUCHE"):
direction_balle = Vector2(-1, 0)
angle = 90
if direction_balle != Vector2.ZERO :
if active_slot == 0: # Slot Flûte
flute.jouer_melodie(position, direction_balle, angle)
elif active_slot == 1: # Slot Tambour
tambour.jouer_melodie(position)
angle_lyre = 180
if flute_timer > 0:
flute_timer -= delta
pass
if tambour_timer > 0:
tambour_timer -= delta
if lyre_timer > 0:
lyre_timer -= delta
if flute and flute_timer <= 0.0 and direction_balle != Vector2.ZERO:
flute.jouer_melodie(position, direction_balle, angle)
flute_timer = flute_cooldown
if tambour and tambour_timer <= 0.0 and direction_balle != Vector2.ZERO:
tambour.jouer_melodie(position)
tambour_timer = tambour_cooldown
if lyre and lyre_timer <= 0.0 and direction_balle != Vector2.ZERO:
lyre.jouer_melodie(position, direction_balle, angle_lyre)
lyre_timer = lyre_cooldown