4.6, new attack, enemy spawning, shaders, bunch of stuff
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e08e3ebb13
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84 changed files with 13348 additions and 91399 deletions
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@ -12,17 +12,16 @@ var target_node: Node2D
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func _ready() -> void:
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add_to_group("enemy")
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nav_agent.velocity_computed.connect(_on_velocity_computed)
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target_node = get_tree().get_first_node_in_group("player")
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func _physics_process(delta: float) -> void:
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if not target_node: return
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nav_agent.target_position = target_node.global_position
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var dist = global_position.distance_to(target_node.global_position)
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nav_agent.target_position = target_node.position
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var dist = position.distance_to(target_node.position)
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var next_path_pos = nav_agent.get_next_path_position()
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var dir = global_position.direction_to(next_path_pos)
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var dir = position.direction_to(next_path_pos)
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if dist > approach_range:
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velocity += dir * move_speed
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current_charge = 0
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@ -32,9 +31,9 @@ func _physics_process(delta: float) -> void:
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else:
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_handle_attack_charge(delta)
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sprite.flip_h = target_node.global_position.x > global_position.x
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sprite.flip_h = target_node.position.x > position.x
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scale = Vector2.ONE * (1 + (current_charge * 0.2))
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super._physics_process(delta)
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func _handle_attack_charge(delta):
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@ -47,6 +46,10 @@ func _handle_attack_charge(delta):
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func _on_velocity_computed(safe_vel: Vector2):
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velocity = safe_vel
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func damage(amount: int = 1) -> void:
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super.damage(amount)
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SoundManager.play_sfx(SoundManager.SFX_DEATH)
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func knockback():
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velocity += global_position.direction_to(nav_agent.target_position).normalized() * -2000
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