forked from team-sg/hero-mark-2
made archers and roboturrets syncable
This commit is contained in:
parent
902ec2c4a9
commit
ffba0c6620
4 changed files with 110 additions and 12 deletions
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@ -105,7 +105,7 @@ material = SubResource( 18 )
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position = Vector2( 5, -2 )
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position = Vector2( 5, -2 )
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texture = ExtResource( 2 )
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texture = ExtResource( 2 )
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region_enabled = true
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region_enabled = true
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region_rect = Rect2( 0, 0, 19, 20 )
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region_rect = Rect2( 133, 0, 19, 20 )
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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position = Vector2( 5, -2 )
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position = Vector2( 5, -2 )
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@ -8,9 +8,11 @@ onready var timer = $Timer
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onready var anims = $AnimationPlayer
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onready var anims = $AnimationPlayer
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onready var shootpos = $ShootPos
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onready var shootpos = $ShootPos
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onready var raycast = $RayCast2D
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onready var raycast = $RayCast2D
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onready var muzzle_flash = $MuzzleFlashParticles
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const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn")
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const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn")
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func _ready():
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func _ready():
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timer.start(shoot_time)
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death_sound = Audio.a_die_robot
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death_sound = Audio.a_die_robot
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# adjust to difficulty
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# adjust to difficulty
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shoot_time /= Game.enemy_speed_factor
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shoot_time /= Game.enemy_speed_factor
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@ -23,17 +25,16 @@ func _physics_process(delta):
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anims.play("turn right")
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anims.play("turn right")
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else:
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else:
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anims.play("turn left")
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anims.play("turn left")
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#Do not charge up offscreen
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if Game.get_sector(position) != Game.current_sector: timer.start()
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func spawn_bullet():
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func spawn_bullet():
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muzzle_flash.emitting = true
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var arrow = ArrowProjectile.instance()
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var arrow = ArrowProjectile.instance()
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arrow.global_position = global_position + (shootpos.position * scale)
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arrow.global_position = global_position + (shootpos.position * scale)
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arrow.direction = sign(shootpos.position.x) * scale.x
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arrow.direction = sign(shootpos.position.x) * scale.x
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arrow.target_group = "player_hitbox"
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arrow.target_group = "player_hitbox"
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arrow.speed = arrow_speed
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arrow.speed = arrow_speed
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Game.get_map().add_child(arrow)
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Game.get_map().add_child(arrow)
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timer.start(shoot_time)
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func die():
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func die():
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.die()
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.die()
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@ -1,9 +1,10 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=14 format=2]
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[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=1]
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[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=1]
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[ext_resource path="res://graphics/enemy/roboturret.png" type="Texture" id=2]
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[ext_resource path="res://graphics/enemy/roboturret.png" type="Texture" id=2]
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[ext_resource path="res://objects/enemy/roboturret.gd" type="Script" id=3]
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[ext_resource path="res://objects/enemy/roboturret.gd" type="Script" id=3]
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[ext_resource path="res://graphics/enemy/tin_eye.png" type="Texture" id=4]
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[ext_resource path="res://graphics/enemy/tin_eye.png" type="Texture" id=4]
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[ext_resource path="res://graphics/particles/muzzle_flash.png" type="Texture" id=5]
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[sub_resource type="ShaderMaterial" id=1]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 1 )
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shader = ExtResource( 1 )
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@ -22,7 +23,31 @@ tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"update": 0,
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"values": [ Vector2( -9, 2 ) ]
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"values": [ Vector2( -9, 3 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("MuzzleFlashParticles:rotation_degrees")
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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 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 240.0 ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("MuzzleFlashParticles:position")
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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 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Vector2( -7, 3 ) ]
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}
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}
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[sub_resource type="Animation" id=3]
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[sub_resource type="Animation" id=3]
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@ -50,7 +75,7 @@ tracks/1/keys = {
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"times": PoolRealArray( 0, 0.4 ),
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"times": PoolRealArray( 0, 0.4 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"update": 1,
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"values": [ Vector2( 9, 3 ), Vector2( -9, 3 ) ]
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"values": [ Vector2( 15, 3 ), Vector2( -9, 3 ) ]
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}
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}
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tracks/2/type = "value"
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tracks/2/type = "value"
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tracks/2/path = NodePath("RayCast2D:cast_to")
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tracks/2/path = NodePath("RayCast2D:cast_to")
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@ -64,6 +89,30 @@ tracks/2/keys = {
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"update": 1,
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"update": 1,
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"values": [ Vector2( -48, 0 ), Vector2( 48, 0 ) ]
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"values": [ Vector2( -48, 0 ), Vector2( 48, 0 ) ]
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}
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("MuzzleFlashParticles:rotation_degrees")
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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, 0.4 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ 60.0, 240.0 ]
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}
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tracks/4/type = "value"
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tracks/4/path = NodePath("MuzzleFlashParticles: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, 0.4 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Vector2( 13, 3 ), Vector2( -7, 3 ) ]
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}
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[sub_resource type="Animation" id=4]
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[sub_resource type="Animation" id=4]
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resource_name = "turn right"
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resource_name = "turn right"
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@ -90,7 +139,7 @@ tracks/1/keys = {
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"times": PoolRealArray( 0, 0.4 ),
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"times": PoolRealArray( 0, 0.4 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"update": 1,
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"values": [ Vector2( -9, 3 ), Vector2( 9, 3 ) ]
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"values": [ Vector2( -9, 3 ), Vector2( 15, 3 ) ]
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}
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}
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tracks/2/type = "value"
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tracks/2/type = "value"
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tracks/2/path = NodePath("RayCast2D:cast_to")
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tracks/2/path = NodePath("RayCast2D:cast_to")
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@ -104,6 +153,30 @@ tracks/2/keys = {
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"update": 1,
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"update": 1,
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"values": [ Vector2( 48, 0 ), Vector2( -48, 0 ) ]
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"values": [ Vector2( 48, 0 ), Vector2( -48, 0 ) ]
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}
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("MuzzleFlashParticles:position")
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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, 0.4 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Vector2( -7, 3 ), Vector2( 13, 3 ) ]
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}
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tracks/4/type = "value"
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tracks/4/path = NodePath("MuzzleFlashParticles:rotation_degrees")
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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, 0.4 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ 240.0, 60.0 ]
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}
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[sub_resource type="RectangleShape2D" id=5]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 2, 3 )
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extents = Vector2( 2, 3 )
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@ -124,6 +197,14 @@ tracks/0/keys = {
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"values": [ Color( 0.560784, 1, 0.560784, 1 ), Color( 1, 0.56, 0.567333, 1 ), Color( 0.560784, 1, 0.560784, 1 ) ]
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"values": [ Color( 0.560784, 1, 0.560784, 1 ), Color( 1, 0.56, 0.567333, 1 ), Color( 0.560784, 1, 0.560784, 1 ) ]
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}
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}
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[sub_resource type="Curve" id=7]
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_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ]
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[sub_resource type="Gradient" id=8]
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interpolation_mode = 2
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offsets = PoolRealArray( 0.20339, 0.432203 )
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colors = PoolColorArray( 1, 1, 1, 1, 1, 1, 0.290196, 1 )
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[node name="Roboturret" type="Node2D" groups=["enemy"]]
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[node name="Roboturret" type="Node2D" groups=["enemy"]]
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script = ExtResource( 3 )
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script = ExtResource( 3 )
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score_for_killing = 100
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score_for_killing = 100
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@ -136,12 +217,12 @@ hframes = 5
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region_rect = Rect2( 20, 0, 20, 16 )
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region_rect = Rect2( 20, 0, 20, 16 )
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[node name="Eye" type="Sprite" parent="."]
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[node name="Eye" type="Sprite" parent="."]
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modulate = Color( 0.560784, 1, 0.560784, 1 )
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modulate = Color( 0.912157, 0.648, 0.566023, 1 )
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position = Vector2( 3, 3 )
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position = Vector2( 3, 3 )
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texture = ExtResource( 4 )
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texture = ExtResource( 4 )
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[node name="ShootPos" type="Position2D" parent="."]
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[node name="ShootPos" type="Position2D" parent="."]
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position = Vector2( -9, 2 )
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position = Vector2( -9, 3 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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playback_speed = 0.75
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playback_speed = 0.75
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@ -150,7 +231,6 @@ anims/RESET = SubResource( 2 )
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"anims/turn right" = SubResource( 4 )
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"anims/turn right" = SubResource( 4 )
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[node name="Timer" type="Timer" parent="."]
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[node name="Timer" type="Timer" parent="."]
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autostart = true
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[node name="RayCast2D" type="RayCast2D" parent="."]
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[node name="RayCast2D" type="RayCast2D" parent="."]
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position = Vector2( 3, 3 )
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position = Vector2( 3, 3 )
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@ -169,5 +249,23 @@ shape = SubResource( 5 )
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autoplay = "eye hue"
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autoplay = "eye hue"
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"anims/eye hue" = SubResource( 6 )
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"anims/eye hue" = SubResource( 6 )
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[node name="MuzzleFlashParticles" type="CPUParticles2D" parent="."]
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pause_mode = 2
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unique_name_in_owner = true
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position = Vector2( -7, 3 )
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rotation = 4.18879
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emitting = false
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amount = 6
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lifetime = 0.1
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one_shot = true
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explosiveness = 0.75
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draw_order = 1
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texture = ExtResource( 5 )
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gravity = Vector2( 0, 0 )
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angle = 120.0
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angle_random = 1.0
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scale_amount_curve = SubResource( 7 )
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color_ramp = SubResource( 8 )
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[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
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[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -35,7 +35,6 @@ func spawn_arrow():
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arrow.target_group = "player_hitbox"
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arrow.target_group = "player_hitbox"
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arrow.speed = arrow_speed
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arrow.speed = arrow_speed
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Game.get_map().add_child(arrow)
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Game.get_map().add_child(arrow)
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timer.start(shoot_time)
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func die():
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func die():
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for n in bones_amount:
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for n in bones_amount:
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