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https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
Fix typos and add missing end lines JRPG demo
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@@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://dialog_system/dialog_player/dialog_player.gd" type="Script" id=1]
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[ext_resource path="res://dialog_system/dialog_player/DialogPlayer.gd" type="Script" id=1]
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[node name="DialogPlayer" type="Node"]
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@@ -1,5 +1,5 @@
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{
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"dialog_1" : {"name": "Unknown", "text": "Hey, it's a good time to have a JRPG fight, right?"},
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"dialog_2" : {"name": "Unknown", "text": "Let me present myself, I'm Opponent"},
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"dialog_3" : {"name": "Opponent", "text": "Enough talk, let's fight!"},
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"dialog_2" : {"name": "Unknown", "text": "Let me introduce myself, I'm the OPPONENT"},
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"dialog_3" : {"name": "Opponent", "text": "Enough talking. Let's fight!"},
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}
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@@ -1,4 +1,3 @@
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{
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"dialog_1" : {"name": "Opponent", "text": "Aha! I won, maybe you can try again next time"},
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"dialog_2" : {"name": "Opponent", "text": "Now let me wonder around again..."},
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}
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@@ -1,4 +1,3 @@
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{
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"dialog_1" : {"name": "Opponent", "text": "Congratulations, you won!"},
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"dialog_2" : {"name": "Opponent", "text": "Now let me wonder around again..."},
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}
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@@ -7,7 +7,6 @@ func _ready():
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for child in get_children():
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set_cellv(world_to_map(child.position), child.type)
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func get_cell_pawn(cell, type = ACTOR):
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for node in get_children():
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if node.type != type:
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@@ -15,7 +14,6 @@ func get_cell_pawn(cell, type = ACTOR):
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if world_to_map(node.position) == cell:
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return(node)
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func request_move(pawn, direction):
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var cell_start = world_to_map(pawn.position)
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var cell_target = cell_start + direction
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@@ -33,4 +31,3 @@ func request_move(pawn, direction):
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if not target_pawn.has_node("DialogPlayer"):
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return
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get_node(dialog_ui).show_dialog(pawn, target_pawn.get_node("DialogPlayer"))
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0
2d/role_playing_game/grid_movement/pawns/idle_actor.gd → 2d/role_playing_game/grid_movement/pawns/IdleActor.gd
Executable file → Normal file
0
2d/role_playing_game/grid_movement/pawns/idle_actor.gd → 2d/role_playing_game/grid_movement/pawns/IdleActor.gd
Executable file → Normal file
0
2d/role_playing_game/grid_movement/pawns/random_actor.gd → 2d/role_playing_game/grid_movement/pawns/RandomActor.gd
Executable file → Normal file
0
2d/role_playing_game/grid_movement/pawns/random_actor.gd → 2d/role_playing_game/grid_movement/pawns/RandomActor.gd
Executable file → Normal file
@@ -50,7 +50,7 @@ func add_actor(actor):
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actor.position.x += 200 * get_child_count()
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add_child(actor)"
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[node name="Combat" type="Node2D"]
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[node name="Combat" type="Node2D" index="0"]
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script = SubResource( 1 )
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@@ -2,15 +2,17 @@
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[ext_resource path="res://grid_movement/tilesets/grid_lines/grid_lines_tileset.tres" type="TileSet" id=1]
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[ext_resource path="res://grid_movement/tilesets/grid/grid_tileset.tres" type="TileSet" id=2]
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[ext_resource path="res://grid_movement/grid/grid.gd" type="Script" id=3]
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[ext_resource path="res://grid_movement/grid/Grid.gd" type="Script" id=3]
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[ext_resource path="res://grid_movement/pawns/Actor.tscn" type="PackedScene" id=4]
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[ext_resource path="res://screens/combat/actors/Player.tscn" type="PackedScene" id=5]
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[ext_resource path="res://grid_movement/pawns/idle_actor.gd" type="Script" id=6]
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[ext_resource path="res://grid_movement/pawns/IdleActor.gd" type="Script" id=6]
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[ext_resource path="res://screens/combat/actors/Opponent.tscn" type="PackedScene" id=7]
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[ext_resource path="res://dialog_system/dialog_player/DialogPlayer.tscn" type="PackedScene" id=8]
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[ext_resource path="res://grid_movement/pawns/pawn.gd" type="Script" id=9]
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[ext_resource path="res://dialog_system/interface/DialogUI.tscn" type="PackedScene" id=10]
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[node name="Exploration" type="Node2D"]
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[node name="Grass" type="TileMap" parent="." index="0"]
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@@ -7,10 +7,10 @@ export var life = 0
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export var max_life = 10
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export var armor = 0
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func take_damage(damage):
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life = life - damage + armor
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if life <= 0:
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var applied_damage = max(damage - armor, 0)
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life = max(life - applied_damage, 0)
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if life == 0:
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emit_signal('dead')
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else:
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emit_signal("health_changed", life)
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@@ -21,4 +21,4 @@ func heal(amount):
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emit_signal("health_changed", life)
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func get_health_ratio():
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return life / max_life
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return life / max_life
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@@ -49,4 +49,4 @@ func set_queue(new_queue):
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func _set_active_actor(new_actor):
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active_actor = new_actor
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active_actor.active = true
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emit_signal("active_actor_changed", active_actor)
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emit_signal("active_actor_changed", active_actor)
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