sg's devastating arrows debone cops
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1 changed files with 17 additions and 0 deletions
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@ -9,6 +9,9 @@ export var idle_turns = 0
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export var turn_time = 0.5
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export var turn_time = 0.5
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export var shoot_time = 1.0
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export var shoot_time = 1.0
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export var bones_amount = 5
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export var bones_speed = 50.0
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onready var sprite = $AnimatedSprite
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onready var sprite = $AnimatedSprite
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onready var shoot_position = $"%ShootPosition"
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onready var shoot_position = $"%ShootPosition"
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onready var shoot_cast = $"%ShootCast"
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onready var shoot_cast = $"%ShootCast"
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@ -20,6 +23,8 @@ onready var muzzle_flash = $"%MuzzleFlashParticles"
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var shooting = false
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var shooting = false
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var turns = 0
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var turns = 0
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const BoneParticle = preload("res://objects/enemy/bone_particle.tscn")
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func _ready():
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func _ready():
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if Engine.editor_hint:
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if Engine.editor_hint:
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update()
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update()
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@ -137,3 +142,15 @@ func _set_right_boundary(value):
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right_boundary = value
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right_boundary = value
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if Engine.editor_hint:
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if Engine.editor_hint:
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update()
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update()
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func die():
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for n in bones_amount:
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var bone = BoneParticle.instance()
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bone.rotation = rand_range(0.0, 2.0*PI) # random rotation
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bone.global_position = global_position
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bone.linear_velocity = Vector2(bones_speed * rand_range(0.5, 1.5), 0.0).rotated(rand_range(-PI, 0.0))
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bone.angular_velocity = rand_range(-PI*2.0, PI*2.0)
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var timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
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timer.connect("timeout", bone, "queue_free")
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get_parent().call_deferred("add_child", bone)
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.die() # call rest of enemy.gd die() funciton
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