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Merge pull request #399 from aaronfranke/rpg

Update 2D role playing game
Aaron Franke vor 5 Jahren
Ursprung
Commit
60f515eaf9
32 geänderte Dateien mit 131 neuen und 70 gelöschten Zeilen
  1. 11 8
      2d/role_playing_game/Game.gd
  2. 4 4
      2d/role_playing_game/Game.tscn
  3. 7 4
      2d/role_playing_game/dialogue/dialogue_player/DialoguePlayer.gd
  4. 0 1
      2d/role_playing_game/dialogue/dialogue_player/DialoguePlayer.tscn
  5. 4 1
      2d/role_playing_game/dialogue/interface/Interface.gd
  6. 0 1
      2d/role_playing_game/dialogue/interface/Interface.tscn
  7. 0 1
      2d/role_playing_game/grid_movement/grid/Grid.gd
  8. 8 3
      2d/role_playing_game/grid_movement/pawns/Actor.gd
  9. 2 0
      2d/role_playing_game/grid_movement/pawns/Character.gd
  10. 0 4
      2d/role_playing_game/grid_movement/pawns/Character.tscn
  11. 4 3
      2d/role_playing_game/grid_movement/pawns/IdleActor.gd
  12. 1 0
      2d/role_playing_game/grid_movement/pawns/Pawn.gd
  13. 2 2
      2d/role_playing_game/grid_movement/pawns/RandomActor.gd
  14. 10 3
      2d/role_playing_game/grid_movement/pawns/Walker.gd
  15. 35 0
      2d/role_playing_game/project.godot
  16. 12 10
      2d/role_playing_game/screens/combat/Combat.gd
  17. 0 1
      2d/role_playing_game/screens/combat/actors/Actor.tscn
  18. 0 1
      2d/role_playing_game/screens/combat/actors/Opponent.tscn
  19. 0 1
      2d/role_playing_game/screens/combat/actors/Player.tscn
  20. 0 1
      2d/role_playing_game/screens/combat/interface/ActorInfo.tscn
  21. 0 1
      2d/role_playing_game/screens/combat/interface/Info.tscn
  22. 5 1
      2d/role_playing_game/screens/combat/interface/UI.gd
  23. 0 1
      2d/role_playing_game/theme/Theme.tscn
  24. 0 1
      2d/role_playing_game/theme/labels/Title.tscn
  25. 15 10
      2d/role_playing_game/turn_combat/combatants/Combatant.gd
  26. 0 1
      2d/role_playing_game/turn_combat/combatants/Opponent.tscn
  27. 0 1
      2d/role_playing_game/turn_combat/combatants/Player.tscn
  28. 3 0
      2d/role_playing_game/turn_combat/combatants/health/Health.gd
  29. 0 1
      2d/role_playing_game/turn_combat/combatants/health/Health.tscn
  30. 0 1
      2d/role_playing_game/turn_combat/combatants/sprites/Sprite.tscn
  31. 8 2
      2d/role_playing_game/turn_combat/turn_queue/TurnQueue.gd
  32. 0 1
      2d/role_playing_game/turn_combat/turn_queue/TurnQueue.tscn

+ 11 - 8
2d/role_playing_game/Game.gd

@@ -1,7 +1,7 @@
 extends Node
 
-export (NodePath) var combat_screen
-export (NodePath) var exploration_screen
+export(NodePath) var combat_screen
+export(NodePath) var exploration_screen
 
 const PLAYER_WIN = "res://dialogue/dialogue_data/player_won.json"
 const PLAYER_LOSE = "res://dialogue/dialogue_data/player_lose.json"
@@ -19,12 +19,6 @@ func _ready():
 			"_on_opponent_dialogue_finished", [n])
 	remove_child(combat_screen)
 
-func _on_opponent_dialogue_finished(opponent):
-	if opponent.lost:
-		return
-	var player = $Exploration/Grid/Player
-	var combatents = [player.combat_actor, opponent.combat_actor]
-	start_combat(combatents)
 
 func start_combat(combat_actors):
 	remove_child($Exploration)
@@ -35,6 +29,15 @@ func start_combat(combat_actors):
 	combat_screen.initialize(combat_actors)
 	$AnimationPlayer.play_backwards("fade")
 
+
+func _on_opponent_dialogue_finished(opponent):
+	if opponent.lost:
+		return
+	var player = $Exploration/Grid/Player
+	var combatents = [player.combat_actor, opponent.combat_actor]
+	start_combat(combatents)
+
+
 func _on_combat_finished(winner, _loser):
 	remove_child(combat_screen)
 	$AnimationPlayer.play_backwards("fade")

+ 4 - 4
2d/role_playing_game/Game.tscn

@@ -1,8 +1,8 @@
 [gd_scene load_steps=5 format=2]
 
 [ext_resource path="res://Game.gd" type="Script" id=1]
-[ext_resource path="res://screens/exploration/Exploration.tscn" type="PackedScene" id=2]
-[ext_resource path="res://screens/combat/Combat.tscn" type="PackedScene" id=3]
+[ext_resource path="res://screens/combat/Combat.tscn" type="PackedScene" id=2]
+[ext_resource path="res://screens/exploration/Exploration.tscn" type="PackedScene" id=3]
 
 [sub_resource type="Animation" id=1]
 length = 0.5
@@ -38,10 +38,10 @@ __meta__ = {
 "_edit_use_anchors_": false
 }
 
-[node name="Combat" parent="." instance=ExtResource( 3 )]
+[node name="Combat" parent="." instance=ExtResource( 2 )]
 visible = false
 
-[node name="Exploration" parent="." instance=ExtResource( 2 )]
+[node name="Exploration" parent="." instance=ExtResource( 3 )]
 
 [node name="Camera2D" type="Camera2D" parent="."]
 offset = Vector2( 640, 360 )

+ 7 - 4
2d/role_playing_game/dialogue/dialogue_player/DialoguePlayer.gd

@@ -1,6 +1,6 @@
 extends Node
 
-export (String, FILE, "*.json") var dialogue_file
+export(String, FILE, "*.json") var dialogue_file
 var dialogue_keys = []
 var dialogue_name = ""
 var current = 0
@@ -15,7 +15,8 @@ func start_dialogue():
 	index_dialogue()
 	dialogue_text = dialogue_keys[current].text
 	dialogue_name = dialogue_keys[current].name
-	
+
+
 func next_dialogue():
 	current += 1
 	if current == dialogue_keys.size():
@@ -23,13 +24,15 @@ func next_dialogue():
 		return
 	dialogue_text = dialogue_keys[current].text
 	dialogue_name = dialogue_keys[current].name
-		
+
+
 func index_dialogue():
 	var dialogue = load_dialogue(dialogue_file)
 	dialogue_keys.clear()
 	for key in dialogue:
 		dialogue_keys.append(dialogue[key])
-		
+
+
 func load_dialogue(file_path):
 	var file = File.new()
 	if file.file_exists(file_path):

+ 0 - 1
2d/role_playing_game/dialogue/dialogue_player/DialoguePlayer.tscn

@@ -4,4 +4,3 @@
 
 [node name="DialoguePlayer" type="Node"]
 script = ExtResource( 1 )
-

+ 4 - 1
2d/role_playing_game/dialogue/interface/Interface.gd

@@ -1,9 +1,11 @@
 extends Control
 
 var dialogue_node = null
+
 func _ready():
 	hide()
 
+
 func show_dialogue(player, dialogue):
 	show()
 	$Button.grab_focus()
@@ -21,12 +23,13 @@ func show_dialogue(player, dialogue):
 	$Name.text = dialogue_node.dialogue_name
 	$Text.text = dialogue_node.dialogue_text
 
-	
+
 func _on_Button_button_up():
 	dialogue_node.next_dialogue()
 	$Name.text = dialogue_node.dialogue_name
 	$Text.text = dialogue_node.dialogue_text
 
+
 func _on_dialogue_finished(player):
 	dialogue_node.disconnect("dialogue_started", player, "set_active")
 	dialogue_node.disconnect("dialogue_finished", player, "set_active")

+ 0 - 1
2d/role_playing_game/dialogue/interface/Interface.tscn

@@ -31,5 +31,4 @@ margin_top = 32.0
 margin_right = 1264.0
 margin_bottom = 151.0
 text = "Next"
-
 [connection signal="button_up" from="Button" to="." method="_on_Button_button_up"]

+ 0 - 1
2d/role_playing_game/grid_movement/grid/Grid.gd

@@ -33,4 +33,3 @@ func request_move(pawn, direction):
 			if not target_pawn.has_node("DialoguePlayer"):
 				return
 			get_node(dialogue_ui).show_dialogue(pawn, target_pawn.get_node("DialoguePlayer"))
-			

+ 8 - 3
2d/role_playing_game/grid_movement/pawns/Actor.gd

@@ -4,7 +4,8 @@ onready var Grid = get_parent()
 var lost = false
 
 func _ready():
-	update_look_direction(Vector2(1, 0))
+	update_look_direction(Vector2.RIGHT)
+
 
 func _process(delta):
 	var input_direction = get_input_direction()
@@ -19,15 +20,18 @@ func _process(delta):
 	else:
 		bump()
 
+
 func get_input_direction():
 	return Vector2(
-		int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left")),
-		int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))
+		Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left"),
+		Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
 	)
 
+
 func update_look_direction(direction):
 	$Pivot/Sprite.rotation = direction.angle()
 
+
 func move_to(target_position):
 	set_process(false)
 	$AnimationPlayer.play("walk")
@@ -40,5 +44,6 @@ func move_to(target_position):
 
 	set_process(true)
 
+
 func bump():
 	$AnimationPlayer.play("bump")

+ 2 - 0
2d/role_playing_game/grid_movement/pawns/Character.gd

@@ -1,6 +1,8 @@
 extends 'Pawn.gd'
 
+#warning-ignore:unused_class_variable
 export (PackedScene) var combat_actor
+#warning-ignore:unused_class_variable
 var lost = false
 
 func _ready():

+ 0 - 4
2d/role_playing_game/grid_movement/pawns/Character.tscn

@@ -68,9 +68,6 @@ script = ExtResource( 1 )
 __meta__ = {
 "_edit_group_": true
 }
-_sections_unfolded = [ "Offset", "Transform", "Z Index" ]
-type = 0
-combat_actor = null
 
 [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
 anims/bump = SubResource( 1 )
@@ -84,4 +81,3 @@ anims/walk = SubResource( 2 )
 texture = ExtResource( 2 )
 centered = false
 offset = Vector2( -32, -32 )
-

+ 4 - 3
2d/role_playing_game/grid_movement/pawns/IdleActor.gd

@@ -1,7 +1,8 @@
-extends 'actor.gd'
+extends 'Actor.gd'
 
 func _ready():
 	set_process(false)
-	
+
+
 func get_input_direction():
-	return Vector2(0, 0)
+	return Vector2.ZERO

+ 1 - 0
2d/role_playing_game/grid_movement/pawns/Pawn.gd

@@ -1,6 +1,7 @@
 extends Node2D
 
 enum CellType { ACTOR, OBSTACLE, OBJECT }
+#warning-ignore:unused_class_variable
 export(CellType) var type = CellType.ACTOR
 
 var active = true setget set_active

+ 2 - 2
2d/role_playing_game/grid_movement/pawns/RandomActor.gd

@@ -1,4 +1,4 @@
-extends "actor.gd"
+extends "Actor.gd"
 
 const DIRECTIONS = [-1, 1]
 
@@ -8,7 +8,7 @@ func get_input_direction():
 	var random_x = DIRECTIONS[randi() % DIRECTIONS.size()]
 	var random_y = DIRECTIONS[randi() % DIRECTIONS.size()]
 	
-	var random_axis = randi()%2
+	var random_axis = randi() % 2
 	if random_axis > 0:
 		random_x = 0
 	else:

+ 10 - 3
2d/role_playing_game/grid_movement/pawns/Walker.gd

@@ -1,11 +1,14 @@
 extends 'Pawn.gd'
 
 onready var Grid = get_parent()
+#warning-ignore:unused_class_variable
 export (PackedScene) var combat_actor
+#warning-ignore:unused_class_variable
 var lost = false
 
 func _ready():
-	update_look_direction(Vector2(1, 0))
+	update_look_direction(Vector2.RIGHT)
+
 
 func _process(_delta):
 	var input_direction = get_input_direction()
@@ -20,15 +23,18 @@ func _process(_delta):
 	else:
 		bump()
 
+
 func get_input_direction():
 	return Vector2(
-		int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left")),
-		int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))
+		Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left"),
+		Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
 	)
 
+
 func update_look_direction(direction):
 	$Pivot/Sprite.rotation = direction.angle()
 
+
 func move_to(target_position):
 	set_process(false)
 	$AnimationPlayer.play("walk")
@@ -41,5 +47,6 @@ func move_to(target_position):
 	
 	set_process(true)
 
+
 func bump():
 	$AnimationPlayer.play("bump")

+ 35 - 0
2d/role_playing_game/project.godot

@@ -26,6 +26,41 @@ window/size/height=720
 window/stretch/mode="2d"
 window/stretch/aspect="expand"
 
+[input]
+
+ui_left={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
+ ]
+}
+ui_right={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
+ ]
+}
+ui_up={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
+ ]
+}
+ui_down={
+"deadzone": 0.5,
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
+, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
+, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
+ ]
+}
+
 [rendering]
 
 environment/default_environment="res://default_env.tres"

+ 12 - 10
2d/role_playing_game/screens/combat/Combat.gd

@@ -14,16 +14,6 @@ func initialize(combat_combatants):
 	$UI.initialize()
 	$TurnQueue.initialize()
 
-func _on_combatant_death(combatant):
-	var winner
-	if not combatant.name == "Player":
-		winner = $Combatants/Player
-	else:
-		for n in $Combatants.get_children():
-			if not n.name == "Player":
-				winner = n
-				break
-	finish_combat(winner, combatant)
 
 func clear_combat():
 	for n in $Combatants.get_children():
@@ -31,6 +21,18 @@ func clear_combat():
 	for n in $UI/Combatants.get_children():
 		n.queue_free()
 
+
 func finish_combat(winner, loser):
 	emit_signal("combat_finished", winner, loser)
 
+
+func _on_combatant_death(combatant):
+	var winner
+	if not combatant.name == "Player":
+		winner = $Combatants/Player
+	else:
+		for n in $Combatants.get_children():
+			if not n.name == "Player":
+				winner = n
+				break
+	finish_combat(winner, combatant)

+ 0 - 1
2d/role_playing_game/screens/combat/actors/Actor.tscn

@@ -12,4 +12,3 @@ damage = 2
 life = 10
 
 [node name="Sprite" parent="." instance=ExtResource( 3 )]
-

+ 0 - 1
2d/role_playing_game/screens/combat/actors/Opponent.tscn

@@ -36,5 +36,4 @@ texture = ExtResource( 2 )
 wait_time = 0.25
 one_shot = true
 
-
 [editable path="Sprite"]

+ 0 - 1
2d/role_playing_game/screens/combat/actors/Player.tscn

@@ -4,4 +4,3 @@
 
 [node name="Player" instance=ExtResource( 1 )]
 defense = 2
-

+ 0 - 1
2d/role_playing_game/screens/combat/interface/ActorInfo.tscn

@@ -31,4 +31,3 @@ step = 1.0
 value = 5.0
 rounded = true
 percent_visible = false
-

+ 0 - 1
2d/role_playing_game/screens/combat/interface/Info.tscn

@@ -31,4 +31,3 @@ step = 1.0
 value = 5.0
 rounded = true
 percent_visible = false
-

+ 5 - 1
2d/role_playing_game/screens/combat/interface/UI.gd

@@ -5,7 +5,8 @@ export (PackedScene) var info_scene
 
 func _ready():
 	combatants_node = get_node(combatants_node)
-	
+
+
 func initialize():
 	for combatant in combatants_node.get_children():
 		var health = combatant.get_node("Health")
@@ -18,16 +19,19 @@ func initialize():
 		$Combatants.add_child(info)
 	$Buttons/GridContainer/Attack.grab_focus()
 
+
 func _on_Attack_button_up():
 	if not combatants_node.get_node("Player").active:
 		return
 	combatants_node.get_node("Player").attack(combatants_node.get_node("Opponent"))
 
+
 func _on_Defend_button_up():
 	if not combatants_node.get_node("Player").active:
 		return
 	combatants_node.get_node("Player").defend()
 
+
 func _on_Flee_button_up():
 	if not combatants_node.get_node("Player").active:
 		return

+ 0 - 1
2d/role_playing_game/theme/Theme.tscn

@@ -96,6 +96,5 @@ size_flags_horizontal = 2
 size_flags_vertical = 4
 size_flags_stretch_ratio = 0.0
 text = "Add"
-
 [connection signal="button_down" from="Panel/Button" to="Panel/VBoxContainer" method="_on_Button_button_down"]
 [connection signal="button_up" from="Panel/Button" to="Panel/VBoxContainer" method="_on_Button_button_up"]

+ 0 - 1
2d/role_playing_game/theme/labels/Title.tscn

@@ -13,4 +13,3 @@ text = "Title"
 align = 1
 autowrap = true
 clip_text = true
-

+ 15 - 10
2d/role_playing_game/turn_combat/combatants/Combatant.gd

@@ -1,7 +1,7 @@
 extends Node
 
-export (int) var damage = 1
-export (int) var defense = 1
+export(int) var damage = 1
+export(int) var defense = 1
 var active = false setget set_active
 
 signal turn_finished
@@ -15,22 +15,27 @@ func set_active(value):
 		return
 	if $Health.armor >= $Health.base_armor + defense:
 		$Health.armor = $Health.base_armor
-	
+
+
 func attack(target):
 	target.take_damage(damage)
 	emit_signal("turn_finished")
 
-func defend():
-	$Health.armor += defense
-	emit_signal("turn_finished")
 
 func consume(item):
 	item.use(self)
 	emit_signal("turn_finished")
-	
+
+
+func defend():
+	$Health.armor += defense
+	emit_signal("turn_finished")
+
+
 func flee():
 	emit_signal("turn_finished")
-	
-func take_damage(damage):
-	$Health.take_damage(damage)
+
+
+func take_damage(damage_to_take):
+	$Health.take_damage(damage_to_take)
 	$Sprite/AnimationPlayer.play("take_damage")

+ 0 - 1
2d/role_playing_game/turn_combat/combatants/Opponent.tscn

@@ -19,5 +19,4 @@ texture = ExtResource( 3 )
 wait_time = 0.25
 one_shot = true
 
-
 [editable path="Sprite"]

+ 0 - 1
2d/role_playing_game/turn_combat/combatants/Player.tscn

@@ -6,4 +6,3 @@
 
 [node name="Health" parent="." index="0"]
 base_armor = 1
-

+ 3 - 0
2d/role_playing_game/turn_combat/combatants/health/Health.gd

@@ -11,6 +11,7 @@ var armor = 0
 func _ready():
 	armor = base_armor
 
+
 func take_damage(damage):
 	life = life - damage + armor
 	if life <= 0:
@@ -18,10 +19,12 @@ func take_damage(damage):
 	else:
 		emit_signal("health_changed", life)
 
+
 func heal(amount):
 	life += amount
 	life = clamp(life, life, max_life)
 	emit_signal("health_changed", life)
 
+
 func get_health_ratio():
 	return life / max_life

+ 0 - 1
2d/role_playing_game/turn_combat/combatants/health/Health.tscn

@@ -4,4 +4,3 @@
 
 [node name="Health" type="Node"]
 script = ExtResource( 1 )
-

+ 0 - 1
2d/role_playing_game/turn_combat/combatants/sprites/Sprite.tscn

@@ -36,4 +36,3 @@ texture = ExtResource( 1 )
 [node name="Body" type="Sprite" parent="Pivot"]
 position = Vector2( 0, -76 )
 texture = ExtResource( 2 )
-

+ 8 - 2
2d/role_playing_game/turn_combat/turn_queue/TurnQueue.gd

@@ -2,7 +2,7 @@ extends Node
 
 const combatant = preload("../combatants/Combatant.gd")
 
-export (NodePath) var combatants_list
+export(NodePath) var combatants_list
 var queue = [] setget set_queue
 var active_combatant = null setget _set_active_combatant
 
@@ -11,22 +11,26 @@ signal active_combatant_changed(active_combatant)
 func _ready():
 	combatants_list = get_node(combatants_list)
 
+
 func initialize():
 	set_queue(combatants_list.get_children())
 	play_turn()
 
+
 func play_turn():
 	yield(active_combatant, "turn_finished")
 	get_next_in_queue()
 	play_turn()
 
+
 func get_next_in_queue():
 	var current_combatant = queue.pop_front()
 	current_combatant.active = false
 	queue.append(current_combatant)
 	self.active_combatant = queue[0]
 	return active_combatant
-	
+
+
 func remove(combatant):
 	var new_queue = []
 	for n in queue:
@@ -35,6 +39,7 @@ func remove(combatant):
 	combatant.queue_free()
 	self.queue = new_queue
 
+
 func set_queue(new_queue):
 	queue.clear()
 	for node in new_queue:
@@ -45,6 +50,7 @@ func set_queue(new_queue):
 	if queue.size() > 0:
 		self.active_combatant = queue[0]
 
+
 func _set_active_combatant(new_combatant):
 	active_combatant = new_combatant
 	active_combatant.active = true

+ 0 - 1
2d/role_playing_game/turn_combat/turn_queue/TurnQueue.tscn

@@ -4,4 +4,3 @@
 
 [node name="TurnQueue" type="Node"]
 script = ExtResource( 1 )
-