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extends Node
var saveload : Node
var info : Dictionary
var models : Dictionary
var thumbnails : Dictionary
var loaded : bool = false
signal done_loading
func _ready():
get_saveload()
load_models()
load_info()
calc_cost()
emit_signal("done_loading")
loaded = true
func get_saveload():
if saveload == null: saveload = get_tree().root.get_node("world").get_node("saveload")
func load_models():
models.clear()
var files = saveload.parse_dir("res://assets/models/shapes", ".glb")
for turr in files:
models[turr] = load("res://assets/models/shapes/" + turr)
func load_thumbnails():
thumbnails.clear()
var files = saveload.parse_dir("res://assets/textures/thumbnails/enemies", ".png")
for turr in files:
thumbnails[turr] = load("res://assets/textures/thumbnails/enemies/" + turr)
func load_info():
info.clear()
var files = saveload.parse_dir("res://assets/json", ".json")
for f in files:
if f != "enemies.json": continue
var parsed = saveload.load_parse_json("res://assets/json/" + f)
if parsed != null:
for tin in parsed:
tin.color = Color(
tin.color[0],
tin.color[1],
tin.color[2],
tin.color[3])
info[tin.name] = tin
func calc_cost ():
for i in info: info[i].cost = get_lives(i)
func get_lives (name):
var i = info[name]
var hp = i.lives
for n in i.get("spawn_num", 0):
hp += get_lives(i.spawn_on_death)
return hp
func get_damage (hp, name):
var i = info[name]
var dam = hp * i.damage
for n in i.get("spawn_num", 0):
var spawn_info = info[i.spawn_on_death]
dam += get_damage(spawn_info.lives, i.spawn_on_death)
return dam
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