chicken man
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a7f5ad6db2
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9 changed files with 1469 additions and 97 deletions
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@ -46,6 +46,7 @@ const a_land = preload("res://audio/sounds/land.ogg")
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const a_teleport = preload("res://audio/sounds/teleport.ogg")
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const a_mkey = preload("res://audio/sounds/mkey.ogg")
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const a_msx_die = preload("res://audio/sounds/msx_die.ogg")
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const a_famira = preload("res://audio/sounds/famira.ogg")
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var loop_section = null
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var has_looped = false
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Before Width: | Height: | Size: 159 B After Width: | Height: | Size: 4.1 KiB |
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@ -17,6 +17,7 @@ tile_data = PoolIntArray( 1507297, 0, 1, 1507298, 0, 2, 1507299, 0, 2, 1507300,
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[node name="2083" parent="." instance=ExtResource( 1 )]
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position = Vector2( 0, 8 )
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famira_path = NodePath("../Famira")
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[node name="Camera2D" type="Camera2D" parent="2083"]
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offset = Vector2( 0, -8 )
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@ -24,4 +25,5 @@ anchor_mode = 0
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current = true
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[node name="Famira" parent="." instance=ExtResource( 4 )]
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position = Vector2( 278, 176 )
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position = Vector2( 185, 176 )
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sg2083_path = NodePath("../2083")
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@ -1,84 +1,87 @@
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extends Node2D
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export var decisions: Dictionary = {
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"wait": 2,
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"chase": 3,
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"punch": 3,
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"beam": 1,
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}
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export var wait_time: float = 1.0
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export var chase_speed: float = 50.0
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export var push_speed: float = 60.0
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export var chase_speed: float = 40.0
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export var breath_dps: float = 50.0
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export var punch_damage: float = 10.0
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export var hurting: bool = false
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export var sg2083_path: NodePath
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var rng := RandomNumberGenerator.new()
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var current_action: String = "wait"
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onready var punch_cast: RayCast2D = $PunchCast
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onready var chase_cast: RayCast2D = $ChaseCast
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func _ready() -> void:
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rng.seed = "HEROMARK2".hash()
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_decide_action()
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onready var animation_player: AnimationPlayer = $"%AnimationPlayer"
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onready var state_chart: Node = $StateChart
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onready var in_range_cast: RayCast2D = $InRangeCast
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onready var out_range_cast: RayCast2D = $OutRangeCast
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onready var shoot_range_cast: RayCast2D = $ShootRangeCast
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func _physics_process(delta: float) -> void:
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match current_action:
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"chase":
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if chase_cast.is_colliding():
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print("huh")
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_decide_action()
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else:
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print("hehe")
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position.x -= chase_speed * delta
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if not out_range_cast.is_colliding():
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state_chart.send_event("out_of_range")
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elif in_range_cast.is_colliding():
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state_chart.send_event("in_range")
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func _decide_action() -> void:
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# fill array based on weights
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var weighted_decisions := []
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for k in decisions.keys():
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for i in decisions[k]:
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weighted_decisions.append(k)
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# choose an action
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current_action = weighted_decisions[rng.randi() % weighted_decisions.size()]
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# act based on new action
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match current_action:
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"wait":
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wait()
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"chase":
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chase()
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"punch":
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if punch_cast.is_colliding():
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punch()
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else:
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current_action = "chase"
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chase()
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"beam":
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beam()
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func start_push() -> void:
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state_chart.send_event("start_push")
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func wait() -> void:
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print("waiting")
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yield(get_tree().create_timer(wait_time, false), "timeout")
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_decide_action()
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func stop_push() -> void:
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state_chart.send_event("stop_push")
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func chase() -> void:
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# TODO: play animation
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print("chasing")
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func _attack() -> void:
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var sg2083 := get_node(sg2083_path)
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if sg2083.has_method("hurt"):
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sg2083.hurt(punch_damage)
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func punch() -> void:
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# TODO: play animation
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print("PUNCH")
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yield(get_tree().create_timer(wait_time, false), "timeout")
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_decide_action()
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func _on_Roar_state_entered() -> void:
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animation_player.play("roar", 0.25)
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Audio.play_sound(Audio.a_famira, Audio.ac_boss)
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func beam() -> void:
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# TODO: play animation and stuff
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print("BEAM")
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yield(get_tree().create_timer(wait_time, false), "timeout")
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_decide_action()
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func _on_Chasing_state_entered() -> void:
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animation_player.play("chasing", 0.25)
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func _on_Punching_state_entered() -> void:
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animation_player.play("punching", 0.25)
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func _on_PunchCooldown_state_entered() -> void:
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animation_player.play("RESET", 0.5)
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func _on_Shooting_state_entered() -> void:
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animation_player.play("shooting")
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func _on_PushedBack_state_entered() -> void:
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animation_player.play("pushed", 0.25)
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func _on_Dying_state_entered() -> void:
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queue_free()
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func _on_PushedBack_event_received(event) -> void:
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print(event)
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func _on_Chasing_state_physics_processing(delta) -> void:
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position.x -= chase_speed * delta
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func _on_PushedBack_state_physics_processing(delta) -> void:
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position.x += push_speed * delta
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func _on_Shooting_state_physics_processing(delta) -> void:
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if hurting and shoot_range_cast.is_colliding():
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var sg2083 := get_node(sg2083_path)
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if sg2083.has_method("hurt"):
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var distance := shoot_range_cast.to_local(shoot_range_cast.get_collision_point()).x
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var weight := inverse_lerp(shoot_range_cast.cast_to.x, 0.0, distance)
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sg2083.hurt(breath_dps * weight * delta, true)
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File diff suppressed because it is too large
Load diff
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@ -1,17 +1,19 @@
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extends Node2D
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enum State {STAND, FORWARD, BACK, DUCK, BEAM}
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enum State {STAND, FORWARD, BACK, DUCK, BEAM, DEAD}
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const Bullet = preload("res://objects/enemy/2600_bullet.tscn")
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const SmallExplosion = preload("res://objects/enemy/boss/2600_small_explosion.tscn")
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export var hp: float = 100.0
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export var shot_speed: float = 50.0
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export var move_speed: float = 30.0
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export var safe_from_breath: bool = false
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export var make_explosions: bool = false
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export var explosion_rect: Rect2
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export var famira_path: NodePath
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var state: int = State.STAND
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@ -24,6 +26,8 @@ onready var head_sprite = $"%Head"
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func _physics_process(delta: float) -> void:
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match state:
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State.DEAD:
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return
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State.STAND:
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if Input.is_action_pressed("move_down"):
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state = State.DUCK
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@ -44,17 +48,16 @@ func _physics_process(delta: float) -> void:
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func _input(event: InputEvent) -> void:
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if state == State.DEAD:
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return
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if event.is_action_pressed("shoot") and (state == State.STAND or state == State.FORWARD or state == State.BACK):
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shoot()
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if event.is_action_pressed("jump") and state == State.STAND:
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beam()
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if event.is_action_pressed("move_up"):
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anims.play("die")
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func shoot() -> void:
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Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
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Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_collectible)
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for pos in bullet_positions.get_children():
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var bullet = Bullet.instance()
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bullet.global_position = pos.global_position
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@ -68,18 +71,32 @@ func beam() -> void:
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anims.play("Beam")
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func hurt(amount: float, can_duck: bool = false) -> void:
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if can_duck and state == State.DUCK:
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return
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hp -= amount
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if state != State.DEAD and hp <= 0.0:
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state = State.DEAD
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anims.play("die")
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func _play_laser_sound(play: bool):
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var famira = get_node(famira_path)
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if play:
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Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
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if famira.has_method("start_push"):
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famira.start_push()
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Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_collectible)
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else:
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Audio.ac_boss.playing = false
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if famira.has_method("stop_push"):
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famira.stop_push()
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Audio.ac_collectible.playing = false
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func _play_charge_sound(play: bool):
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if play:
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Audio.play_sound(Audio.a_2600_charge,Audio.ac_boss)
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Audio.play_sound(Audio.a_2600_charge,Audio.ac_collectible)
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else:
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Audio.ac_boss.playing = false
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Audio.ac_collectible.playing = false
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func _spawn_explosions() -> void:
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@ -106,3 +123,5 @@ func _on_animation_finished(anim_name: String) -> void:
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state = State.STAND
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"Beam":
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state = State.STAND
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"die":
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pass
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@ -1292,7 +1292,7 @@ tracks/1/keys = {
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}
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[sub_resource type="RectangleShape2D" id=26]
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extents = Vector2( 33.5, 76 )
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extents = Vector2( 42, 76 )
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[node name="2083" type="Node2D"]
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z_index = 5
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@ -1644,7 +1644,7 @@ collision_mask = 0
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monitoring = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DetectionBox"]
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position = Vector2( 53.5, 92 )
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position = Vector2( 62, 92 )
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shape = SubResource( 26 )
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_finished"]
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@ -14,6 +14,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://addons/godot_state_charts/atomic_state.gd"
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}, {
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"base": "Node2D",
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"class": "BallSnake",
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"language": "GDScript",
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"path": "res://scripts/ball_snake.gd"
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}, {
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"base": "State",
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"class": "CompoundState",
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"language": "GDScript",
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@ -56,6 +61,7 @@ _global_script_classes=[ {
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} ]
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_global_script_class_icons={
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"AtomicState": "res://addons/godot_state_charts/atomic_state.svg",
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"BallSnake": "",
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"CompoundState": "res://addons/godot_state_charts/compound_state.svg",
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"LevelEntry": "",
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"ParallelState": "res://addons/godot_state_charts/parallel_state.svg",
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29
scripts/ball_snake.gd
Normal file
29
scripts/ball_snake.gd
Normal file
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@ -0,0 +1,29 @@
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tool
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class_name BallSnake
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extends Node2D
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export var texture: Texture
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export var segments: int = 1
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export var target: NodePath
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export var end_pieces: bool = true
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func _process(delta: float) -> void:
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update()
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func _draw() -> void:
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var node := get_node(target) as Node2D
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if node:
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if end_pieces:
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draw_texture(texture, texture.get_size() * -0.5)
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var end_pos := to_local(node.global_position)
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for i in segments:
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var weight := 1.0 / float(segments + 1) * float(i + 1)
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draw_texture(
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texture,
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lerp(Vector2.ZERO, end_pos, weight) + texture.get_size() * -0.5
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)
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if end_pieces:
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draw_texture(texture, end_pos + texture.get_size() * -0.5)
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