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Author SHA1 Message Date
jonathan 50b2c04cb4 🐛 Fixed fighters keep fighting at 0 hp 2025-11-04 13:55:37 +01:00
4 changed files with 55 additions and 11 deletions
@@ -59,7 +59,7 @@ public partial class AllFightersVisual : Node
if (from == FightHappening.FightState.ActionAnim)
{
_fighterVisuals.Values.ForEach(fv => fv.UpdateVisuals());
_fighterVisuals.Values.ForEach(fv => fv.UpdateHealthBar());
}
}
@@ -192,6 +192,8 @@ public partial class FightHappening : Node
HappeningData.actionStaging = null;
HappeningData.fightersEnterStaging = null;
RemoveDeadFighters();
if (!FightWorld.Instance.allyFighters.IsAlive())
{
ChangeState(FightState.EnemyWin);
@@ -345,6 +347,17 @@ public partial class FightHappening : Node
vesnaFighter.health = vesnaFighter.maxHealth;
GD.Print("Vesna has been revived. This is for the current prototype only");
}
private void RemoveDeadFighters()
{
foreach (var f in HappeningData.fighterTurn)
{
if (f.IsDead())
{
HappeningData.fighterTurn.Remove(f);
}
}
}
#endregion // Game Logic
+29 -3
View File
@@ -1,9 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterTurn
public class FighterTurn : IEnumerable<FightWorld.Fighter>
{
private class Node
{
@@ -13,7 +16,8 @@ public class FighterTurn
private Node? _currentNode;
public FightWorld.Fighter Current => _currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
public FightWorld.Fighter Current =>
_currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
public void Next()
{
@@ -84,7 +88,7 @@ public class FighterTurn
{
// if removing current, keep current
// it will be implicitly deleted by loss of reference on the next Next() call
node.next = node.next.next;
return true;
}
@@ -94,4 +98,26 @@ public class FighterTurn
return false;
}
public IEnumerator<FightWorld.Fighter> GetEnumerator()
{
if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
var list = new List<FightWorld.Fighter>();
var n = _currentNode;
while (true)
{
list.Add(n.fighter);
if (n.next == _currentNode)
break;
n = n.next;
}
return list.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
+12 -7
View File
@@ -7,6 +7,7 @@ using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FighterVisual : Node2D
{
#region Shortcuts
@@ -27,17 +28,21 @@ public partial class FighterVisual : Node2D
public void Initialize(FightWorld.Fighter fighter)
{
_boundFighter = fighter;
UpdateVisuals();
UpdateMirrorState();
UpdateHealthBar();
}
public void UpdateVisuals()
/// <summary>
/// fighter visuals should always look to the right in the scene.
/// This function flips the sprites horizontally, when the fighter is an enemy.
/// </summary>
private void UpdateMirrorState()
{
// fighter visuals should always look to the right in the scene.
// This function flips the sprites horizontally, when the fighter is an enemy.
_visualParent.Scale = new Vector2(
_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1,
_boundFighter.IsDead() ? .3f : 1);
_visualParent.Scale = new Vector2(_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1, 1);
}
public void UpdateHealthBar()
{
healthBarVisual.UpdateHealth(_boundFighter.GetHealth(), _boundFighter.maxHealth);
}