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Hits and Stats: base system #7
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Since CharacterBody2D is a physical node, it does detect collisions... but might have to sort thru detailed info of all the recent collisions for sliding characters. (At which point: just adding an area seems pretty straight forward...) I'll play with some methods for Character Body first. |
Dictionaries don't export to the editor like I thought they would... nor do they update from a resource like I thought, either.... which ruins the simplest approach to this. It's gonna take more than the I need to see if there are any other quirks I should be aware of when it comes to dictionaries in Godot. |
OK so maybe the Stats Guage I was thinking of is solely a UI thing. All character entities/nodes can technically manage their own collection of stats as it sees fit and tell its listeners what's up... gonna move those tasks into a different issue. (Either add it to an existing step or make a new one.) → #13 Let's not over-engineer this 👍 A stat property on the character will technically:
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Should probably note the hitbox's parent would do all the reporting to sibling components cuz it already knows who they are/has access... the hitbox just needs to send the info it gathers to it. (via the "on enter" signals) |
Everything was fine until the Player stopped detecting collisions with the enemies... might have to switch back to a Rigid Body? |
Since we have a Hitbox, I'm going to use the Hitbox. The player character is still set to log collisions from Rigid bodies would be fun but frankly... physics has drained me enough again. |
Implement the base of the Hitbox and Stat Gauge components.
"Medium" size as I think I might have to do some extra research or fiddling.
Here's what the hitbox should do:
A stat gauge should:The text was updated successfully, but these errors were encountered: