fixed camera controls
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cd62e12389
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d6a0911801
78 changed files with 4044 additions and 81 deletions
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@ -18,6 +18,7 @@ signal on_level_up
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@export var base_defense: int = 1
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@export var base_tempo: int = 1
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@export var base_xp: int = 1
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@export var catch_rate: int = 128
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# Current Values
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@export var attack: int = 1
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@ -116,6 +117,16 @@ func add_xp(amount: int = 0) -> void:
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if(xp >= xp_for_levelup):
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level_up()
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func calculate_catch_probability() -> float:
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var rate: float = 0.0
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var catch_device_modifier: float = 1.0
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rate = ( (3.0 * self.health - 2.0 * self.current_health) / 3.0 * self.health) * self.catch_rate * catch_device_modifier
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var p: float = rate / 255.0
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print(p)
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return p
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func attack_enemy(enemy_data: MonsterData) -> int:
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var damage: int = 0
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var base_damage: int = 2
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@ -18,6 +18,7 @@ base_health = 40
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base_defense = 40
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base_tempo = 56
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base_xp = 55
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catch_rate = 255
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attack = 1
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current_health = 1
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health = 1
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@ -1,10 +1,12 @@
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class_name SavedGame
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extends Resource
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# This resource collects all data to save, from the player and other nodes
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# This is the main SaveGame that collects all data to save
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# It saves all player data and other nodes in the world, quest progress, etc.
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# Player info to save
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@export var player_money : int = 0
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@export var party: Array[MonsterData] = []
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@export var monster_storage: Array[MonsterData] = []
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# Environment info to save (daytime, current world, weather)
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@export var world : String = ""
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@ -65,5 +65,8 @@ func load_game() -> void:
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if restored_node.has_method("on_load_game"):
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restored_node.on_load_game(node)
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# This checks if there is a savegame file in the users folder.
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# We use FileAccess here to ensure that also works on Android.
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# TODO: Research again, why this is needed
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func save_exists() -> bool:
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return FileAccess.file_exists("user://savegame.tres")
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@ -1,7 +1,12 @@
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class_name SavedData
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extends Resource
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# Main class that can save a node's information
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# Every node's save data extends from this class
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# Class that can save a single node's information
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# Every node's save data can either use this SavedData class directly
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# or extend from it and add node-specific values
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# See "Saving and loading games with Godot" by Godotneers for details:
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# https://www.youtube.com/watch?v=43BZsLZheA4&t=2234s
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# https://github.com/godotneers/saving-loading-video/blob/main/godotneers-ensuring-saved-game-compatibility.pdf
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# Position of the node to save
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@export var position: Vector3 = Vector3.ZERO
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