feature/spell-constraints #32
@ -86,13 +86,13 @@ local regenerateMana = spell.new {
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local light = require "lib/character/character".spawn("Light Effect")
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light:addBehavior {
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Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
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Tree.behaviors.light.new { color = Vec3 { 0.3, 0.3, 0.6 }, intensity = 4 },
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Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
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}
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return task.wait {
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task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
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{ intensity = 1, color = Vec3 {} }, 1000, easing.easeInCubic), function()
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{ intensity = 1, color = Vec3 {} }, 800, easing.easeInCubic), function()
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light:die()
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return task.fromValue()
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end),
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@ -125,9 +125,25 @@ local attack = spell.new {
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task.wait {
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sprite:animate("attack"),
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task.wait {
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task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200),
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function() return targetSprite:animate("hurt") end
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task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(500),
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function()
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local light = require "lib/character/character".spawn("Light Effect")
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light:addBehavior {
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Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
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Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
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}
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return
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task.wait {
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task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
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{ intensity = 1, color = Vec3 {} }, 1000, easing.easeInCubic), function()
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light:die()
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return task.fromValue()
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end),
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targetSprite:animate("hurt")
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}
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end
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),
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Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
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}
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}
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