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34e5e4560e
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d8acddeaea
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@ -3,11 +3,8 @@ extends Node2D
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@onready var _timer_label: Label = $CanvasLayer/TimerLabel
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@onready var _spawn_control = $SpawnControl
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var _debug_menu_script = preload("res://scripts/debug_menu.gd")
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func _ready():
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MusicManager.play(preload("res://assets/music&sfx/music/ashveil-355633.mp3"))
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add_child(_debug_menu_script.new())
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func _process(_delta: float) -> void:
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var t = int(_spawn_control.elapsed_time)
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@ -62,5 +62,3 @@ func collect():
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var scale_tween = create_tween()
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collected.emit(self)
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scale_tween.tween_property(self, "scale", Vector2.ZERO,0.2)
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await scale_tween.finished
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queue_free()
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@ -1,118 +0,0 @@
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extends CanvasLayer
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@onready var _spawn_control = get_node("/root/Game/SpawnControl")
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@onready var _witch = get_node("/root/Game/Witch")
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@onready var _drop_manager = get_node("/root/Game/DropManager")
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var _spell_dispatch: Dictionary
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var _lvl_disable_btn: Button
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func _ready() -> void:
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layer = 10
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_spell_dispatch = {
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SpellLibrary.FIREBALL: _witch.shoot_fireballs,
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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.TORNADO: _witch.shoot_tornado,
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}
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_build_ui()
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hide()
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func _exit_tree() -> void:
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Engine.time_scale = 1.0
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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if event.keycode == KEY_D and event.ctrl_pressed:
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visible = not visible
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get_viewport().set_input_as_handled()
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func _build_ui() -> void:
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var panel := PanelContainer.new()
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0.0, 0.0, 0.0, 0.75)
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panel.add_theme_stylebox_override("panel", style)
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panel.anchor_left = 1.0
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panel.anchor_right = 1.0
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panel.anchor_top = 0.0
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panel.anchor_bottom = 1.0
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panel.offset_left = -220
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panel.offset_right = 0
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add_child(panel)
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var scroll := ScrollContainer.new()
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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panel.add_child(scroll)
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var vbox := VBoxContainer.new()
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vbox.custom_minimum_size = Vector2(210, 0)
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vbox.add_theme_constant_override("separation", 4)
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scroll.add_child(vbox)
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_add_section(vbox, "ENEMIES")
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_add_button(vbox, "Kill All", _kill_all_enemies)
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_add_section(vbox, "TIME SCALE")
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var hbox_scale := HBoxContainer.new()
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vbox.add_child(hbox_scale)
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for s in [1, 2, 5, 10]:
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var btn := Button.new()
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btn.text = "%dx" % s
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btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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btn.pressed.connect(_set_time_scale.bind(float(s)))
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hbox_scale.add_child(btn)
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_add_section(vbox, "SKIP TIME")
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var hbox_time := HBoxContainer.new()
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vbox.add_child(hbox_time)
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for secs in [30, 60]:
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var btn := Button.new()
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btn.text = "+%ds" % secs
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btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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btn.pressed.connect(_skip_time.bind(float(secs)))
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hbox_time.add_child(btn)
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_add_section(vbox, "SPELLS")
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for spell_id in SpellLibrary.recipes.keys():
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if _spell_dispatch.has(spell_id):
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_add_button(vbox, spell_id.capitalize(), _spell_dispatch[spell_id])
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_add_section(vbox, "LEVEL")
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_add_button(vbox, "Level Up", _force_level_up)
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_lvl_disable_btn = Button.new()
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_lvl_disable_btn.text = "Disable Level Up: OFF"
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_lvl_disable_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_lvl_disable_btn.pressed.connect(_toggle_level_up_disabled)
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vbox.add_child(_lvl_disable_btn)
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func _add_section(parent: VBoxContainer, title: String) -> void:
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var label := Label.new()
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label.text = title
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label.add_theme_color_override("font_color", Color.YELLOW)
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label.add_theme_font_size_override("font_size", 11)
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parent.add_child(label)
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func _add_button(parent: VBoxContainer, label: String, callback: Callable) -> void:
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var btn := Button.new()
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btn.text = label
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btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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btn.pressed.connect(callback)
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parent.add_child(btn)
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func _kill_all_enemies() -> void:
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if is_instance_valid(enemy):
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enemy.die()
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func _set_time_scale(scale: float) -> void:
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Engine.time_scale = scale
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func _skip_time(secs: float) -> void:
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_spawn_control.elapsed_time += secs
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func _force_level_up() -> void:
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_drop_manager.force_level_up()
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func _toggle_level_up_disabled() -> void:
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_drop_manager.level_up_disabled = not _drop_manager.level_up_disabled
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_lvl_disable_btn.text = "Disable Level Up: " + ("ON" if _drop_manager.level_up_disabled else "OFF")
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@ -1 +0,0 @@
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uid://0r76ifdlnlv
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@ -3,13 +3,9 @@ extends Node2D
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@onready var player = get_node("/root/Game/Player")
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@onready var bar = get_node("/root/Game/CanvasLayer/ProgressBar")
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signal leveled_up
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@export var fruit_drop_threshold: int = 7
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@export var fruit_drop_ceiling: int = 15
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var level_up_disabled: bool = false # FOR DEBUG MENU
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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assert(fruit_drop_threshold <= fruit_drop_ceiling)
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bar.max_value = player.max_xp
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pass # Replace with function body.
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@ -23,7 +19,7 @@ func on_enemy_died(enemy):
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var enemy_xp = enemy.xp
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player.current_xp += enemy.xp
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bar.value = player.current_xp
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if player.current_xp >= player.max_xp and not level_up_disabled:
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if player.current_xp >= player.max_xp:
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leveled_up.emit()
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player.max_xp = player.max_xp * 1.3
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bar.max_value = player.max_xp
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@ -36,24 +32,8 @@ func on_enemy_died(enemy):
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func drop_item(enemy):
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if not is_instance_valid(enemy):
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return
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var fruit_count = get_children().filter(func(c): return c is DropsBase).size()
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for entry in enemy.drop_table:
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var effective_chance = entry.chance
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if fruit_count >= fruit_drop_ceiling:
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continue
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elif fruit_count > fruit_drop_threshold:
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var chance_scale = 1.0 - float(fruit_count - fruit_drop_threshold) / float(fruit_drop_ceiling - fruit_drop_threshold)
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effective_chance *= chance_scale
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if randf() < effective_chance:
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if randf() < entry.chance:
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var drop = entry.drop.instantiate()
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drop.global_position = enemy.global_position
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add_child(drop)
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# FOR DEBUG MENU
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func force_level_up() -> void:
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leveled_up.emit()
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player.max_xp = player.max_xp * 1.3
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bar.max_value = player.max_xp
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player.current_xp = 0
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bar.value = 0
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player.level += 1
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