The End?
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77737e009e
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5 changed files with 47 additions and 7 deletions
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@ -3,8 +3,9 @@ extends Node2D
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export var is_intro = true
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func _ready():
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Audio.ac_music.set_volume_db(-13.5)
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Fade.fade_in(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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Audio.ac_music.set_volume_db(-13.5)
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if is_intro:
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Audio.play_music(load("res://audio/music/intro.ogg"))
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else:
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Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
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@ -10,15 +10,15 @@ const DeathParticles = preload("res://objects/enemy/death_particles_famira.tscn"
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export var push_speed: float = 30.0
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export var chase_speed: float = 65.0
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export var breath_dps: float = 20.0
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export var breath_dps: float = 14.25
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export var breath_knockback: float = 16.0
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export var punch_damage: float = 8.0
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export var punch_damage: float = 5.25
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export var punch_knockback: float = 40.0
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export var hurting: bool = false
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export var hp: float = 100.0
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export var sg2083_beam_dps: float = 10.0
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export var sg2083_path: NodePath
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export var defense: float = 0.6
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export var defense: float = 0.45
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export var credits: bool = false
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@ -140,7 +140,7 @@ func _on_Shooting_state_physics_processing(delta) -> void:
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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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if !Audio.ac_climb.is_playing():
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if !Audio.ac_climb.is_playing() && sg2083.state != sg2083.State.DUCK:
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Audio.play_sound(Audio.a_critical_heat,Audio.ac_climb)
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sg2083.hurt(breath_dps * weight * delta, true)
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sg2083.knock_back(breath_knockback * weight * delta, true)
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@ -148,4 +148,5 @@ func _on_Shooting_state_physics_processing(delta) -> void:
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func _on_Hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group("hurt_famira"):
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hurt(area.damage)
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area.queue_free()
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@ -2722,6 +2722,42 @@ tracks/24/keys = {
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"update": 0,
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"values": [ 23.868 ]
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}
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tracks/25/type = "value"
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tracks/25/path = NodePath("Hip/Body/BodySprite/BodyGlow:visible")
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tracks/25/interp = 1
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tracks/25/loop_wrap = true
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tracks/25/imported = false
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tracks/25/enabled = true
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tracks/25/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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tracks/26/type = "value"
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tracks/26/path = NodePath("Hip/Body/Neck/NeckSprite/NeckGlow:visible")
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tracks/26/interp = 1
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tracks/26/loop_wrap = true
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tracks/26/imported = false
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tracks/26/enabled = true
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tracks/26/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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tracks/27/type = "value"
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tracks/27/path = NodePath("Hip/Body/Neck/Headupper/HeadUpperSprite/HeadGlow:visible")
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tracks/27/interp = 1
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tracks/27/loop_wrap = true
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tracks/27/imported = false
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tracks/27/enabled = true
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tracks/27/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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[sub_resource type="Animation" id=23]
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resource_name = "grow"
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@ -4324,7 +4360,7 @@ texture = ExtResource( 29 )
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[node name="FootBack" type="Node2D" parent="Graphics/Hip/LegBack/LegBackLower"]
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use_parent_material = true
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position = Vector2( 1.51298, 29.934 )
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rotation = 0.0720012
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rotation = 0.0720013
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[node name="Sprite" type="Sprite" parent="Graphics/Hip/LegBack/LegBackLower/FootBack"]
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light_mask = 33
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@ -4350,6 +4386,7 @@ texture = ExtResource( 22 )
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offset = Vector2( 32, 0 )
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[node name="BodyGlow" type="Sprite" parent="Graphics/Hip/Body/BodySprite"]
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visible = false
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modulate = Color( 1, 1, 1, 0 )
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material = SubResource( 28 )
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texture = ExtResource( 35 )
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@ -4444,6 +4481,7 @@ z_index = -2
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texture = ExtResource( 23 )
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[node name="NeckGlow" type="Sprite" parent="Graphics/Hip/Body/Neck/NeckSprite"]
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visible = false
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modulate = Color( 1, 1, 1, 0 )
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material = SubResource( 28 )
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texture = ExtResource( 36 )
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@ -4539,6 +4577,7 @@ centered = false
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offset = Vector2( -45, -72 )
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[node name="HeadGlow" type="Sprite" parent="Graphics/Hip/Body/Neck/Headupper/HeadUpperSprite"]
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visible = false
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modulate = Color( 1, 1, 1, 0 )
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material = SubResource( 28 )
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texture = ExtResource( 34 )
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@ -127,7 +127,6 @@ func knock_back(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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knockback += amount
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print("YOWCH")
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func _play_laser_sound(play: bool):
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