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@@ -17,12 +17,6 @@ var desired_rotation: float = 0
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# Resources / money
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# Resources / money
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var resources: int = 0
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var resources: int = 0
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# Health
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var healthPoints: int = 100
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var isAlive: bool = true
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@onready var invulnerable_cooldown_timer: Timer = $InvulnerableCooldownTimer
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var hasiframes: bool = false # only used for iframe after collision for now
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func _ready() -> void:
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func _ready() -> void:
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var screen_size = get_viewport_rect().size
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var screen_size = get_viewport_rect().size
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GameManager.init_screen_size(screen_size.x, screen_size.y)
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GameManager.init_screen_size(screen_size.x, screen_size.y)
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@@ -33,19 +27,17 @@ func _ready() -> void:
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func _process(delta):
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func _process(delta):
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# TODO: Connects this to some respawn screen
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velocity = Vector2.ZERO
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if isAlive:
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if Input.is_action_pressed("move_right"):
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velocity = Vector2.ZERO
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velocity.x += 1
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if Input.is_action_pressed("move_right"):
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if Input.is_action_pressed("move_left"):
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velocity.x += 1
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velocity.x -= 1
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if Input.is_action_pressed("move_left"):
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if Input.is_action_pressed("move_down"):
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velocity.x -= 1
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velocity.y += 1
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if Input.is_action_pressed("move_down"):
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if Input.is_action_pressed("move_up"):
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velocity.y += 1
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velocity.y -= 1
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if Input.is_action_pressed("move_up"):
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if Input.is_action_pressed("try_attack"):
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velocity.y -= 1
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try_attack()
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if Input.is_action_pressed("try_attack"):
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try_attack()
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if not velocity.is_zero_approx():
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if not velocity.is_zero_approx():
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@@ -74,7 +66,7 @@ func _on_attack_timeout() -> void:
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sprite.play("default")
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sprite.play("default")
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attack_cooldown_timer.start()
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attack_cooldown_timer.start()
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func _on_attack_cooldown_timeout() -> void:
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func _on_cooldown_timeout() -> void:
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can_attack = true
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can_attack = true
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func _on_attack_hit(body: Node2D) -> void:
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func _on_attack_hit(body: Node2D) -> void:
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@@ -89,19 +81,10 @@ func _on_attack_hit(body: Node2D) -> void:
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await get_tree().create_timer(0.2).timeout
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await get_tree().create_timer(0.2).timeout
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sprite.play("default")
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sprite.play("default")
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# TODO: resource handling logic
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# TODO: resource handling logic
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func _on_invulnerable_cooldown_timeout() -> void:
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hasiframes = false
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func handle_damage(dmg: int, src: Node) -> void:
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func handle_damage(dmg: int, src: Node) -> void:
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# TODO: enhanced damage logic (src entity effects?)
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# TODO: damage logic
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if not hasiframes:
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pass
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print("Player took %d damage." % dmg)
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healthPoints -= dmg
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hasiframes = true
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invulnerable_cooldown_timer.start()
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if healthPoints <= 0:
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isAlive = false
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func collect_resource(damnt: int) -> void:
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func collect_resource(damnt: int) -> void:
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resources += damnt
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resources += damnt
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@@ -59,10 +59,6 @@ one_shot = true
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[node name="AttackCooldownTimer" type="Timer" parent="." unique_id=1056439284]
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[node name="AttackCooldownTimer" type="Timer" parent="." unique_id=1056439284]
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one_shot = true
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one_shot = true
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[node name="InvulnerableCooldownTimer" type="Timer" parent="." unique_id=311411582]
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one_shot = true
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[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_hit"]
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[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_hit"]
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[connection signal="timeout" from="AttackTimer" to="." method="_on_attack_timeout"]
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[connection signal="timeout" from="AttackTimer" to="." method="_on_attack_timeout"]
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[connection signal="timeout" from="AttackCooldownTimer" to="." method="_on_attack_cooldown_timeout"]
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[connection signal="timeout" from="AttackCooldownTimer" to="." method="_on_cooldown_timeout"]
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[connection signal="timeout" from="InvulnerableCooldownTimer" to="." method="_on_invulnerable_cooldown_timeout"]
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@@ -1,3 +1,4 @@
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@abstract
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extends CharacterBody2D
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extends CharacterBody2D
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class_name NPC2D
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class_name NPC2D
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@@ -1,3 +1,4 @@
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@abstract
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extends NPC2D
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extends NPC2D
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class_name AbstractPrey2D
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class_name AbstractPrey2D
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