Added Laser Spell, no recipe yet
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24d45d1e9c
commit
89446660c0
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@ -0,0 +1,122 @@
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[gd_scene format=3 uid="uid://d2mpjsuueg0bn"]
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[ext_resource type="Script" uid="uid://bdhx27edemfce" path="res://scripts/beam.gd" id="1_beam00"]
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[ext_resource type="Texture2D" uid="uid://dxox0vjihmukh" path="res://assets/Fire Pixel Bullet 16x16/All_Fire_Bullet_Pixel_16x16_05.png" id="2_hl8vi"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_daiji"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(96, 0, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_bawts"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(112, 0, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_8wlve"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(128, 0, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_bt3ye"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(144, 0, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_a06w7"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(96, 16, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_5fvdj"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(112, 16, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_djxf5"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(128, 16, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_eeead"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(144, 16, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qfoqh"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(96, 32, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuykp"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(112, 32, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_2dcgn"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(128, 32, 16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_7703o"]
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atlas = ExtResource("2_hl8vi")
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region = Rect2(144, 32, 16, 16)
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[sub_resource type="SpriteFrames" id="SpriteFrames_beam0"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_daiji")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_bawts")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_8wlve")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_bt3ye")
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}],
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"loop": true,
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"name": &"end",
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"speed": 10.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_a06w7")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_5fvdj")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_djxf5")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_eeead")
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}],
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"loop": true,
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"name": &"middle",
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"speed": 10.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qfoqh")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_tuykp")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_2dcgn")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_7703o")
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}],
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"loop": true,
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"name": &"start",
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"speed": 10.0
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_beam0"]
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size = Vector2(16, 8)
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[node name="Beam" type="Area2D" unique_id=968931754]
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script = ExtResource("1_beam00")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=100000001]
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texture_filter = 1
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sprite_frames = SubResource("SpriteFrames_beam0")
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animation = &"end"
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frame_progress = 0.02647079
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=100000002]
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shape = SubResource("RectangleShape2D_beam0")
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disabled = true
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@ -0,0 +1,6 @@
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[gd_scene format=3 uid="uid://claser0spell1"]
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[ext_resource type="Script" path="res://scripts/laser.gd" id="1_laser0"]
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[node name="Laser" type="Node2D"]
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script = ExtResource("1_laser0")
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@ -8,6 +8,7 @@ const SHURIKEN = "SHURIKEN"
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const FIREBALL = "FIREBALL"
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const FIREBALL = "FIREBALL"
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const FIRE_SWIRL = "FIRE_SWIRL"
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const FIRE_SWIRL = "FIRE_SWIRL"
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const TORNADO = "TORNADO"
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const TORNADO = "TORNADO"
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const LASER = "LASER"
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# Each spell's display recipe: sorted apples-first, grapes-last
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# Each spell's display recipe: sorted apples-first, grapes-last
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var recipes: Dictionary = {
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var recipes: Dictionary = {
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@ -15,6 +16,7 @@ var recipes: Dictionary = {
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FIREBALL: [APPLE, APPLE, APPLE],
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FIREBALL: [APPLE, APPLE, APPLE],
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FIRE_SWIRL: [APPLE, APPLE, GRAPE],
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FIRE_SWIRL: [APPLE, APPLE, GRAPE],
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TORNADO: [GRAPE, GRAPE, GRAPE],
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TORNADO: [GRAPE, GRAPE, GRAPE],
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LASER: [],
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}
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}
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# Takes cauldron slot_states (uses texture indices: 2 = apple, 4 = grape)
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# Takes cauldron slot_states (uses texture indices: 2 = apple, 4 = grape)
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@ -0,0 +1,11 @@
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extends Area2D
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@export var beam_type := "middle"
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var shape: CollisionShape2D = $CollisionShape2D
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func _ready() -> void:
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if sprite.sprite_frames.has_animation(beam_type):
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sprite.play(beam_type)
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shape.disabled = beam_type != "middle"
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uid://bdhx27edemfce
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@ -14,6 +14,7 @@ func _ready() -> void:
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SpellLibrary.SHURIKEN: _witch.shoot_shuriken,
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SpellLibrary.SHURIKEN: _witch.shoot_shuriken,
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SpellLibrary.FIRE_SWIRL: _witch.shoot_fire_swirl,
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SpellLibrary.FIRE_SWIRL: _witch.shoot_fire_swirl,
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SpellLibrary.TORNADO: _witch.shoot_tornado,
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SpellLibrary.TORNADO: _witch.shoot_tornado,
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SpellLibrary.LASER: _witch.shoot_laser,
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}
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}
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_build_ui()
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_build_ui()
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hide()
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hide()
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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 SPLASH_TICK_DMG := 3
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const TICK_INTERVAL := 0.5
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@export var segment_size := 16.0
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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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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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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 tick_timer >= TICK_INTERVAL:
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tick_timer -= TICK_INTERVAL
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do_damage_tick()
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if elapsed >= BEAM_DURATION:
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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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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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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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place_seg("end", dest, angle)
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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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func do_damage_tick() -> void:
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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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var hit: Array = []
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for seg in mid_segs:
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if not is_instance_valid(seg):
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continue
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for body in seg.get_overlapping_bodies():
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if body.is_in_group("enemies") and not body.is_dying \
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and body != target and not hit.has(body):
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body.take_damage(SPLASH_TICK_DMG)
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hit.append(body)
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func cleanup() -> void:
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for seg in all_segs:
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if is_instance_valid(seg):
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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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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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if enemy.hp > best_hp:
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best_hp = enemy.hp
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best = enemy
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return best
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uid://dp6b3imslv10d
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@ -8,6 +8,7 @@ var fireball = preload("res://scenes/fireball.tscn")
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var shuriken = preload("res://scenes/shuriken.tscn")
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var shuriken = preload("res://scenes/shuriken.tscn")
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var fire_swirl = preload("res://scenes/fire_swirl.tscn")
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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 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 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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@ -100,6 +101,12 @@ func shoot_tornado():
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get_parent().add_child(tw)
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get_parent().add_child(tw)
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camera.shake(0.3, 0.8)
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camera.shake(0.3, 0.8)
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func shoot_laser():
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var ls = laser.instantiate()
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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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func take_damage(amount: int) -> void:
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func take_damage(amount: int) -> void:
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if is_invincible:
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if is_invincible:
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return
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return
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Reference in New Issue