fixes saving of party monsters, adds display of monster stats in battle ui
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5748d34b34
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b09eee0805
9 changed files with 201 additions and 61 deletions
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@ -10,6 +10,7 @@ var spawn_point: Vector3 = Vector3(0, 0, 0)
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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var in_battle: bool = false
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var idle: bool = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@ -28,7 +29,11 @@ func _physics_process(delta: float) -> void:
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var x_movement = sin(time * frequency) * amplitude
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var y_movement = sin(time * 25) * 4.0
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var z_movement = cos(time * frequency) * amplitude
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velocity = Vector3(x_movement, y_movement, z_movement)
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if not idle:
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velocity = Vector3(x_movement, y_movement, z_movement)
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else:
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velocity = Vector3(0, y_movement, 0)
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# if move_and_slide reports collisions
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if move_and_slide():
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@ -39,15 +44,4 @@ func _physics_process(delta: float) -> void:
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if collider.name == "Player":
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velocity = Vector3.ZERO
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in_battle = true
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# calculate players new position
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# from the camera 3 units backwards
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var camera = collider.find_child("Camera3D")
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# local z axis of the camera
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var local_z = camera.global_transform.basis.z
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var new_player_position = camera.global_transform.origin + local_z * 3
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collider.start_battle(self, new_player_position)
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#rotate_toward(rotation.z, collider.rotation.z, 1.0)
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collider.start_battle(self)
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