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3 Commits
bab26580f8
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5aef02e205
Author | SHA1 | Date |
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Lilith | 5aef02e205 | |
Lilith | 0001bbe15c | |
Lilith | f8112a3f68 |
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@ -10,7 +10,7 @@ height = 56
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noise = SubResource("FastNoiseLite_l16dh")
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_18kdi"]
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size = Vector2(20, 50)
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size = Vector2(24, 56)
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[node name="enemy" type="CharacterBody2D"]
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script = ExtResource("1_bhqfx")
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@ -46,6 +46,13 @@ theme_override_styles/background = SubResource("StyleBoxFlat_awwb1")
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step = 1.0
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show_percentage = false
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[node name="Label" type="Label" parent="CanvasLayer"]
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offset_left = 32.0
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offset_top = 16.0
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offset_right = 176.0
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offset_bottom = 39.0
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text = "Nothing equipped."
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[node name="cooldown_timer" type="Timer" parent="."]
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wait_time = 0.5
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@ -2,7 +2,10 @@ extends CharacterBody2D
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@onready var camera : Camera2D = get_node("Camera2D")
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@onready var sprite : Sprite2D = get_node("Sprite2D")
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@onready var health_bar : ProgressBar = get_node("CanvasLayer/ProgressBar")
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@onready var weapon_label : Label = get_node("CanvasLayer/Label")
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@onready var cooldown_timer : Timer = get_node("cooldown_timer") # after taking damage, don't take damage until the timer is worn off.
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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@ -53,6 +56,10 @@ func equip_weapon(wp : Globals.Weapons) -> void:
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add_child(weapon_instance)
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weapon = weapon_instance
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# Set weapon equip text
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weapon_label.set_text(weapon.get_fancy_name() + " equipped.")
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return
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func _ready() -> void:
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@ -6,6 +6,8 @@ extends Node2D
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@onready var bullet_scene : Resource = preload("res://src/scenes/weapons/_bullet.tscn")
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@onready var tracker_bullet_scene : Resource = preload("res://src/scenes/weapons/_trackerbullet.tscn")
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var fancy_name : String = "GIVEMEANAME"
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func _ready() -> void:
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if arena == null:
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push_error("No arena!")
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@ -15,6 +17,12 @@ func connect_up(plr : CharacterBody2D) -> void:
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plr.attack.connect(_on_player_attack)
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pass
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func get_fancy_name() -> String:
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return fancy_name
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func set_fancy_name(fname : String) -> void:
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fancy_name = fname
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func spawn_tracker_bullet(damage : int = 10) -> void:
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var tbullet : RigidBody2D = tracker_bullet_scene.instantiate()
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@ -1,4 +1,7 @@
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extends Weapon
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func _init() -> void:
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set_fancy_name("Staff")
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func _on_player_attack() -> void:
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spawn_bullet(25)
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@ -1,4 +1,7 @@
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extends Weapon
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func _init() -> void:
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set_fancy_name("Tracker Staff")
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func _on_player_attack() -> void:
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spawn_tracker_bullet(25)
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