forked from team-sg/hero-mark-2
scrump sounds and more work on stg2600
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parent
ba12787fcb
commit
8b831ea616
38 changed files with 804 additions and 153 deletions
229
objects/enemy/boss/2600.tscn
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229
objects/enemy/boss/2600.tscn
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://objects/enemy/boss/2600.gd" type="Script" id=1]
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[ext_resource path="res://graphics/enemy/boss/stg2600_head.png" type="Texture" id=2]
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[ext_resource path="res://graphics/enemy/boss/stg2600_leg.png" type="Texture" id=3]
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[ext_resource path="res://graphics/enemy/boss/stg2600_beam.png" type="Texture" id=4]
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[ext_resource path="res://graphics/npc/intelli_idle.png" type="Texture" id=5]
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[sub_resource type="CanvasItemMaterial" id=7]
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blend_mode = 1
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[sub_resource type="RectangleShape2D" id=6]
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extents = Vector2( 7.97672, 8 )
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 28.5, 16 )
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 44, 16 )
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 38, 13 )
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[sub_resource type="Animation" id=4]
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resource_name = "Beam"
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length = 8.0
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tracks/0/type = "value"
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tracks/0/path = NodePath("Body/Head/Beam:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.1, 0.201388, 0.3, 0.4, 0.5, 0.6, 0.701388, 0.8, 0.9, 1, 1.1, 1.20139, 1.3, 1.4, 1.5, 1.6, 1.70139, 1.8, 1.9, 2, 2.1, 2.20139, 2.3, 2.4, 2.5, 2.59861, 2.69861, 2.79861, 2.89861, 3, 3.09861, 3.19861, 3.29861, 3.39861, 3.5, 3.59861, 3.69861, 3.79861, 3.89861, 4, 4.09861, 4.19861, 4.3, 4.39861, 4.49861, 4.59861, 4.69861, 4.8, 4.89861, 4.99861, 5.09861, 5.19861, 5.3, 5.39861, 5.49861, 5.59861, 5.69861, 5.8, 5.89861, 5.99861 ),
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"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
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"update": 0,
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"values": [ Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ), Color( 1, 0.423529, 0.4, 1 ), Color( 1, 0.894118, 0.4, 1 ), Color( 0.4, 1, 0.443137, 1 ), Color( 0.4, 0.52549, 1, 1 ), Color( 0.992157, 0.4, 1, 1 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Body/Head/Beam:visible")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0, 1.5, 5.5 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 1,
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"values": [ false, true, true ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("Body/Head:rotation_degrees")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0, 1.5, 1.6, 5.5, 5.6, 5.9 ),
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"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
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"update": 0,
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"values": [ 0.0, 15.0, 15.0, -15.0, -15.0, 0.0 ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("Body/Head/Beam:scale")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0, 1.5, 1.6 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 0,
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"values": [ Vector2( 13.4376, 1 ), Vector2( 0, 1 ), Vector2( 14, 1 ) ]
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}
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tracks/4/type = "value"
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tracks/4/path = NodePath("Body/Head/Beam:position")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/keys = {
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"times": PoolRealArray( 0, 5.5, 5.6, 5.9 ),
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"transitions": PoolRealArray( 1, 1, 1, 1 ),
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"update": 0,
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"values": [ Vector2( -70, -8 ), Vector2( -70, -8 ), Vector2( -500, -8 ), Vector2( -500, -8 ) ]
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}
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tracks/5/type = "value"
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tracks/5/path = NodePath(".:can_shoot")
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tracks/5/interp = 1
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tracks/5/loop_wrap = true
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tracks/5/imported = false
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tracks/5/enabled = true
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tracks/5/keys = {
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"times": PoolRealArray( 0, 5.9 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"values": [ false, true ]
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}
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tracks/6/type = "value"
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tracks/6/path = NodePath("AnimationPlayer:current_animation")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/keys = {
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"times": PoolRealArray( 7.9 ),
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"transitions": PoolRealArray( 1 ),
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"update": 2,
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"values": [ "RESET" ]
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}
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tracks/7/type = "value"
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tracks/7/path = NodePath("Body/Head/Beam/Hitbox/CollisionShape2D:disabled")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/imported = false
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tracks/7/enabled = true
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tracks/7/keys = {
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"times": PoolRealArray( 0, 1.5 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"values": [ true, false ]
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}
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tracks/8/type = "method"
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tracks/8/path = NodePath(".")
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tracks/8/interp = 1
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tracks/8/loop_wrap = true
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tracks/8/imported = false
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tracks/8/enabled = true
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tracks/8/keys = {
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"times": PoolRealArray( 1.6 ),
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"transitions": PoolRealArray( 1 ),
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"values": [ {
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"args": [ ],
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"method": "_play_laser_sound"
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} ]
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}
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[sub_resource type="Animation" id=5]
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length = 0.001
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[node name="2600" type="Node2D"]
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position = Vector2( 0, -16 )
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script = ExtResource( 1 )
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can_shoot = true
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[node name="Intelli" type="Sprite" parent="."]
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position = Vector2( 32, 41 )
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rotation = 3.14159
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scale = Vector2( 1, -1 )
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texture = ExtResource( 5 )
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region_enabled = true
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region_rect = Rect2( 0, 0, 20, 14 )
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[node name="Body" type="Node2D" parent="."]
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position = Vector2( 1, 0 )
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[node name="LegR" type="Sprite" parent="Body"]
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position = Vector2( 44, 112 )
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texture = ExtResource( 3 )
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[node name="Head" type="Sprite" parent="Body"]
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position = Vector2( 73, 72 )
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texture = ExtResource( 2 )
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offset = Vector2( -23, -24 )
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[node name="Beam" type="Sprite" parent="Body/Head"]
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visible = false
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modulate = Color( 1, 0.423529, 0.4, 1 )
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material = SubResource( 7 )
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position = Vector2( -70, -8 )
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scale = Vector2( 13.4376, 1 )
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texture = ExtResource( 4 )
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offset = Vector2( -8, 0 )
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[node name="Hitbox" type="Area2D" parent="Body/Head/Beam" groups=["blocks arrow", "enemy_hitbox"]]
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position = Vector2( -8.03715, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Body/Head/Beam/Hitbox"]
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position = Vector2( 0.0139904, 0 )
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shape = SubResource( 6 )
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disabled = true
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[node name="LegL" type="Sprite" parent="Body"]
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position = Vector2( 67, 112 )
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texture = ExtResource( 3 )
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[node name="Positions" type="Node2D" parent="."]
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position = Vector2( -153, -24 )
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[node name="Position2D" type="Position2D" parent="Positions"]
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position = Vector2( 152, 80 )
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[node name="Position2D2" type="Position2D" parent="Positions"]
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position = Vector2( 152, 88 )
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rotation = -0.436332
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[node name="Position2D3" type="Position2D" parent="Positions"]
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position = Vector2( 152, 96 )
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rotation = -0.872665
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[node name="ShootTimer" type="Timer" parent="."]
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autostart = true
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[node name="WeakSpot" type="Area2D" parent="." groups=["boss_weakspot", "enemy_hitbox"]]
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position = Vector2( 1, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="WeakSpot"]
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position = Vector2( 27.5, 32 )
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shape = SubResource( 1 )
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[node name="Hitbox" type="Area2D" parent="." groups=["blocks_arrow", "enemy_hitbox"]]
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position = Vector2( 1, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 43, 64 )
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shape = SubResource( 2 )
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 48, 155 )
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shape = SubResource( 3 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/Beam = SubResource( 4 )
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anims/RESET = SubResource( 5 )
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[connection signal="area_entered" from="Body/Head/Beam/Hitbox" to="." method="_on_Hitbox_area_entered"]
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[connection signal="timeout" from="ShootTimer" to="." method="_on_ShootTimer_timeout"]
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[connection signal="area_entered" from="WeakSpot" to="." method="_on_WeakSpot_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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