P power scaling

This commit is contained in:
Marco 2025-05-20 15:57:35 +02:00
commit ee84bafdad
23 changed files with 158 additions and 44 deletions

View file

@ -16,6 +16,7 @@ public partial class BulletResource : Resource
[Export] public float BulletSpeed = 100f;
[Export] public Vector2 Direction = Vector2.Right;
[Export] public float BulletDamage = 1;
[Export] public float MaxDamage = 1;
[Export] public float Knockback = 1;
[Export] public float LifeTime = 10f;
[Export] public bool DestroyOnCollision = true;

View file

@ -23,6 +23,8 @@ public partial class Weapon : Node2D
[Export]
public Sprite2D Sprite { get; private set; }
[Export] public StringName PowerKey { get; set; } = "POWER";
[Signal]
public delegate void ShootingEventHandler();
@ -175,6 +177,13 @@ public partial class Weapon : Node2D
{
bulletData.Owner = ownerOverride.Value;
}
if (bulletData.Owner is BulletOwner.Player || ownerOverride is BulletOwner.Player)
{
// Apply the P multiplier
bulletData.Damage *=
GetBulletStrengthMultiplier(bulletData.Damage, bulletData.OriginalBulletResource.MaxDamage, 20);
}
bullet.Initialize(bulletData, _gameManager);
@ -198,6 +207,17 @@ public partial class Weapon : Node2D
_cooldownTimer.Start(WeaponData?.RateOfFire ?? 0);
}
private float GetBulletStrengthMultiplier(float baseDamage, float maxDamage, float maxPower)
{
var p = InventoryManager.Instance.GetItemCount(PowerKey);
float minMultiplier = 1.0f;
float maxMultiplier = maxDamage / baseDamage;
float normalizedPower = Mathf.Clamp((float)p / maxPower, 0f, 1f);
return Mathf.Lerp(minMultiplier, maxMultiplier, normalizedPower);
}
public void RotateWeapon(Vector2 facingDirection, Vector2 leftPosition, Vector2 rightPosition)
{
bool facingLeft = facingDirection.X < 0;