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-rw-r--r--scenes/defenders/warlock.gd21
1 files changed, 12 insertions, 9 deletions
diff --git a/scenes/defenders/warlock.gd b/scenes/defenders/warlock.gd
index b8d143b..fbc6a3f 100644
--- a/scenes/defenders/warlock.gd
+++ b/scenes/defenders/warlock.gd
@@ -4,7 +4,7 @@ extends StaticBody2D
@onready var sprite_node = $Sprite2D
var projectile = preload("res://scenes/defenders/warlock_projectile.tscn")
-var path_name
+var curr
func select_target(targets):
var tmp = []
@@ -13,29 +13,32 @@ func select_target(targets):
tmp.append(i)
# this is all to select the furthest target on the track
- var curr = null
+ curr = null
for i in tmp:
if curr == null:
curr = i.get_node("../")
else:
if i.get_parent().get_progress() > curr.get_progress():
curr = i.get_node("../")
- path_name = null if (curr == null) else curr.get_parent().name
func _on_tower_body_entered(_body: Node2D):
select_target(get_node("Tower").get_overlapping_bodies())
- sprite_node.is_idle = true if (path_name == null) else false
- sprite_node.update_texture()
+ handle_animation()
func _on_tower_body_exited(_body: Node2D):
select_target(get_node("Tower").get_overlapping_bodies())
- sprite_node.is_idle = true if (path_name == null) else false
- sprite_node.update_texture()
+ handle_animation()
func _on_fire_rate_timeout():
- if (path_name != null):
+ if (curr != null):
var tmp_projectile = projectile.instantiate()
- tmp_projectile.path_name = path_name
+ tmp_projectile.curr = curr
tmp_projectile.projectile_damage = projectile_damage
get_node("ProjectileContainer").call_deferred("add_child", tmp_projectile)
tmp_projectile.global_position = $Aim.global_position
+
+func handle_animation():
+ if (curr == null):
+ sprite_node.idle_state()
+ else:
+ sprite_node.attack_state()