Added more flexible player damage from enemies and cleaned up some code
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@@ -5,8 +5,8 @@ export var relative_x_tiles: int
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export var relative_y_tiles: int
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func _on_spawn_trap_area_entered(area: Area2D) -> void:
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if area.get_parent().name == 'Player':
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func _on_spawn_trap_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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set_deferred('monitoring', false)
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var enemy: KinematicBody2D = load(enemy_path).instance()
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@@ -14,7 +14,8 @@ monitorable = false
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script = ExtResource( 1 )
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[node name="Tile" type="CollisionShape2D" parent="."]
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light_mask = 0
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position = Vector2( 8, 8 )
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shape = SubResource( 1 )
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[connection signal="area_entered" from="." to="." method="_on_spawn_trap_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_spawn_trap_body_entered"]
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