Polished Laser visuals and added perk that added retargeting on kill
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89446660c0
commit
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://cn7yee27ivj7b"
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path="res://.godot/imported/laser.wav-ff32fed33cb3ccbcd074381583780fec.sample"
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[deps]
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source_file="res://assets/music&sfx/sfx/laser.wav"
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dest_files=["res://.godot/imported/laser.wav-ff32fed33cb3ccbcd074381583780fec.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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113
scripts/laser.gd
113
scripts/laser.gd
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@ -1,32 +1,48 @@
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extends Node2D
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const BEAM_DURATION := 3.0
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const PRIMARY_TICK_DMG := 15
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const PRIMARY_TICK_DMG := 40
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const SPLASH_TICK_DMG := 3
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const TICK_INTERVAL := 0.5
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const SWEEP_RATE := 22.0
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@export var segment_size := 16.0
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@export var segment_size := 16.0
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@export var start_offset := 24.0
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@onready var perk_effects = get_node("/root/Game/PerkEffects")
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var beam_seg := preload("res://scenes/beam.tscn")
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var target: Node2D = null
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var all_segs: Array = []
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var mid_segs: Array = []
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var tick_timer := 0.0
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var elapsed := 0.0
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var done := false
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var target: Node2D = null
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var all_segs: Array = []
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var mid_segs: Array = []
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var tick_timer := 0.0
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var elapsed := 0.0
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var done := false
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var current_angle := 0.0
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var sweep_to := 0.0
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var sweeping := false
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func _ready() -> void:
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target = get_highest_hp_enemy()
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if target == null:
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queue_free()
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return
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spawn_beam()
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current_angle = global_position.direction_to(target.global_position).angle()
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rebuild_segments()
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func _process(delta: float) -> void:
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if done:
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return
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elapsed += delta
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tick_timer += delta
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if sweeping:
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current_angle = lerp_angle(current_angle, sweep_to, 1.0 - exp(-SWEEP_RATE * delta))
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if abs(angle_difference(current_angle, sweep_to)) < 0.005:
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current_angle = sweep_to
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sweeping = false
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rebuild_segments()
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if tick_timer >= TICK_INTERVAL:
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tick_timer -= TICK_INTERVAL
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do_damage_tick()
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@ -34,32 +50,65 @@ func _process(delta: float) -> void:
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done = true
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cleanup()
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func spawn_beam() -> void:
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var origin := global_position
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var dest := target.global_position
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var dir := origin.direction_to(dest)
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var dist := origin.distance_to(dest)
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var angle := dir.angle()
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func rebuild_segments() -> void:
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var dir := Vector2.from_angle(current_angle)
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var beam_start := global_position + dir * start_offset
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var dest_dist := global_position.distance_to(target.global_position)
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var beam_dist := dest_dist - start_offset
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var n_mid := int(max(0.0, beam_dist - segment_size) / segment_size)
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place_seg("start", origin, angle)
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var n_mid := int(max(0.0, dist - segment_size * 2.0) / segment_size)
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var positions: Array = [beam_start]
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var types: Array = ["start"]
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for i in range(n_mid):
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var pos := origin + dir * (segment_size * (float(i) + 1.0))
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mid_segs.append(place_seg("middle", pos, angle))
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positions.append(beam_start + dir * (segment_size * float(i + 1)))
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types.append("middle")
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positions.append(beam_start + dir * (segment_size * float(n_mid + 1)))
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types.append("end")
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place_seg("end", dest, angle)
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while all_segs.size() < positions.size():
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var seg = beam_seg.instantiate()
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get_parent().add_child(seg)
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all_segs.append(seg)
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while all_segs.size() > positions.size():
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var seg = all_segs.pop_back()
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if is_instance_valid(seg):
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seg.queue_free()
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func place_seg(type: String, pos: Vector2, angle: float) -> Node:
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var seg = beam_seg.instantiate()
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seg.beam_type = type
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seg.global_position = pos
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seg.rotation = angle
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get_parent().add_child(seg)
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all_segs.append(seg)
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return seg
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mid_segs.clear()
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for i in range(all_segs.size()):
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var seg = all_segs[i]
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if not is_instance_valid(seg):
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continue
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seg.global_position = positions[i]
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seg.rotation = current_angle
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if seg.beam_type != types[i]:
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seg.beam_type = types[i]
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seg.shape.disabled = types[i] != "middle"
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if seg.sprite.sprite_frames.has_animation(types[i]):
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seg.sprite.play(types[i])
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if types[i] == "middle":
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mid_segs.append(seg)
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if all_segs.size() > 1 and is_instance_valid(all_segs[0]):
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var ref_frame: int = all_segs[0].sprite.frame
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var ref_progress: float = all_segs[0].sprite.frame_progress
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for i in range(1, all_segs.size()):
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var seg = all_segs[i]
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if is_instance_valid(seg):
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seg.sprite.frame = ref_frame
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seg.sprite.frame_progress = ref_progress
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func retarget(new_target: Node2D) -> void:
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target = new_target
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sweep_to = global_position.direction_to(new_target.global_position).angle()
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sweeping = true
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func do_damage_tick() -> void:
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if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
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var new_target = get_highest_hp_enemy()
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if new_target != null:
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retarget(new_target)
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if is_instance_valid(target) and not target.is_dying:
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target.take_damage(PRIMARY_TICK_DMG)
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@ -79,9 +128,9 @@ func cleanup() -> void:
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seg.queue_free()
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queue_free()
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func get_highest_hp_enemy() -> Node:
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var best: Node = null
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var best_hp: int = -1
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func get_highest_hp_enemy() -> Node2D:
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var best: Node2D = null
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var best_hp: int = -1
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy) or enemy.is_dying:
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continue
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@ -7,6 +7,7 @@ var throwing_knife = preload("res://scenes/throwing_knive.tscn")
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var cauldron
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var available_perks: Array[Perk] = []
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var fireball_aoe_enabled = false
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var laser_retarget_enabled = false
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var throwing_knife_enabled = false
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var throwing_knife_cooldown: float = 2.0
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var throwing_knife_count: int = 1
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@ -21,6 +22,7 @@ var _spellbook_angle: float = 0.0
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var _spellbooks: Array = []
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var _icon_knife = preload("res://assets/weapons/knvie.png")
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var _icon_laser: AtlasTexture
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var _icon_book = preload("res://assets/books_set_2/books_pentagram.png")
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var _icon_brew = preload("res://assets/books_set_2/books_health_potion.png")
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var _icon_shuriken: AtlasTexture
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@ -51,6 +53,19 @@ func _ready() -> void:
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_icon_player.atlas = preload("res://assets/Swordsman_lvl1/Without_shadow/Swordsman_lvl1_Idle_without_shadow.png")
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_icon_player.region = Rect2(0, 0, 64, 64)
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_icon_laser = AtlasTexture.new()
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_icon_laser.atlas = preload("res://assets/Fire Pixel Bullet 16x16/All_Fire_Bullet_Pixel_16x16_05.png")
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_icon_laser.region = Rect2(96, 16, 16, 16)
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var lrt = Perk.new()
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lrt.name = "Laser Lock-On"
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lrt.description = "Laser retargets to the next highest health enemy on kill"
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lrt.stats = _stat_toggle("Retarget")
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lrt.spell = SpellLibrary.LASER
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lrt.icon = _icon_laser
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lrt.effect = laser_retarget
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available_perks.append(lrt)
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var dsh = Perk.new()
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dsh.name = "Double Shuriken"
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dsh.description = "Fire two shurikens at once"
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@ -135,6 +150,9 @@ func _process(delta: float) -> void:
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var offset = (TAU / _spellbooks.size()) * i
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_spellbooks[i].global_position = witch.global_position + Vector2(cos(_spellbook_angle + offset), sin(_spellbook_angle + offset)) * SPELLBOOK_RADIUS
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func laser_retarget():
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laser_retarget_enabled = true
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func double_shuriken():
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witch.shuriken_count = 2
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@ -10,7 +10,8 @@ var fire_swirl = preload("res://scenes/fire_swirl.tscn")
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var tornado = preload("res://scenes/tornado.tscn")
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var laser = preload("res://scenes/laser.tscn")
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var shuriken_count = 1
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var _fire_sfx = preload("res://assets/music&sfx/sfx/fire.wav")
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var _fire_sfx = preload("res://assets/music&sfx/sfx/fire.wav")
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var _laser_sfx = preload("res://assets/music&sfx/sfx/laser.wav")
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var max_hp: int = 100
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var current_hp: int = 100
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@ -106,6 +107,13 @@ func shoot_laser():
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ls.global_position = global_position
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get_parent().add_child(ls)
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camera.shake(0.4, 1.2)
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var asp = AudioStreamPlayer.new()
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asp.stream = _laser_sfx
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asp.volume_db = 6
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asp.bus = "SFX"
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get_parent().add_child(asp)
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asp.play()
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asp.finished.connect(asp.queue_free)
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func take_damage(amount: int) -> void:
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if is_invincible:
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