Code cleanup and minor fixes to Level 3
This commit is contained in:
@@ -8,33 +8,33 @@ var health: int = 2
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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return
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if body.is_in_group('player'):
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player = body
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return
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func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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return
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if body.is_in_group('player'):
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player = null
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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call_deferred('queue_free')
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return
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if health <= 0:
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call_deferred('queue_free')
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return
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@@ -10,44 +10,44 @@ var health: int = 1
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player:
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if position.distance_to(player.position) < 40:
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velocity = position.direction_to(player.position).normalized() * -SPEED
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elif position.distance_to(player.position) > 41:
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velocity = position.direction_to(player.position).normalized() * SPEED
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if player:
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if position.distance_to(player.position) < 40:
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velocity = position.direction_to(player.position).normalized() * -SPEED
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elif position.distance_to(player.position) > 41:
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velocity = position.direction_to(player.position).normalized() * SPEED
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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return
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if body.is_in_group('player'):
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player = body
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return
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func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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return
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if body.is_in_group('player'):
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player = null
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return
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func _on_projectile_timer_timeout() -> void:
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if player:
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var projectile: Node = creepy_hand.instance()
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projectile.init($Sprite.global_position, player.position)
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get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
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return
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if player:
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var projectile: Node = creepy_hand.instance()
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projectile.init($Sprite.global_position, player.position)
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get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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call_deferred('queue_free')
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return
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if health <= 0:
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call_deferred('queue_free')
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return
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@@ -10,49 +10,49 @@ var counter: int = 0
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite.visible = false
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else:
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$AnimatedSprite.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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counter = 0
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hit = false
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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velocity = move_and_slide(velocity)
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return
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite.visible = false
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else:
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$AnimatedSprite.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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counter = 0
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hit = false
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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return
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if body.is_in_group('player'):
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player = body
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return
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func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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return
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if body.is_in_group('player'):
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player = null
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if health <= 0:
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call_deferred('queue_free')
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return
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if health <= 0:
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call_deferred('queue_free')
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return
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@@ -10,65 +10,65 @@ var counter: int = 0
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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var angle = position.angle_to_point(player.position)
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if abs(angle) > PI/2:
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$AnimatedSprite1.scale.x = -0.563
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else:
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$AnimatedSprite1.scale.x = 0.563
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite1.visible = false
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else:
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$AnimatedSprite1.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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counter = 0
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hit = false
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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var angle = position.angle_to_point(player.position)
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if abs(angle) > PI/2:
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$AnimatedSprite1.scale.x = -0.563
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else:
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$AnimatedSprite1.scale.x = 0.563
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velocity = move_and_slide(velocity)
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return
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite1.visible = false
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else:
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$AnimatedSprite1.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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counter = 0
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hit = false
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Running'
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return
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Running'
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return
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func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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$AnimatedSprite1.animation = 'Idle'
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return
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if body.is_in_group('player'):
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player = null
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$AnimatedSprite1.animation = 'Idle'
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if health <= 0:
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call_deferred('queue_free')
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return
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if health <= 0:
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call_deferred('queue_free')
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return
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func _on_Player_Detector__Attack_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Jump'
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Jump'
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func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Running'
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Running'
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@@ -9,58 +9,58 @@ var health: int = 2
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func _physics_process(delta: float) -> void:
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move = Vector2.ZERO
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move = Vector2.ZERO
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if player != null:
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move = position.direction_to(player.position) * speed
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else:
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move = Vector2.ZERO
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if player != null:
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move = position.direction_to(player.position) * speed
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else:
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move = Vector2.ZERO
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move = move.normalized()
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move = move_and_collide(move)
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move = move.normalized()
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move = move_and_collide(move)
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func _on_Area2D_body_entered(body: Node) -> void:
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if body != self && !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
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player = body
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if body != self && !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
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player = body
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func _on_Area2D_body_exited(body: Node) -> void:
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if !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
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player = null
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if !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
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player = null
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func fire():
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var snowball = SNOWBALL_SCENE.instance()
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snowball.position = get_global_position()
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snowball.player = player
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get_parent().add_child(snowball)
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$Timer.set_wait_time(1)
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var snowball = SNOWBALL_SCENE.instance()
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snowball.position = get_global_position()
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snowball.player = player
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get_parent().add_child(snowball)
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$Timer.set_wait_time(1)
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func _on_Timer_timeout() -> void:
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if player != null:
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fire()
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if player != null:
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fire()
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func _on_player_detector_area_entered(area: Area2D) -> void:
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if area.get_parent().name == 'Player':
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player = area.get_parent()
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return
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if area.get_parent().name == 'Player':
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player = area.get_parent()
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return
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func _on_player_detector_area_exited(_area: Area2D):
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player = null
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return
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player = null
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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print("HIT")
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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print("HIT")
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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call_deferred('queue_free')
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return
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if health <= 0:
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call_deferred('queue_free')
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return
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Reference in New Issue
Block a user