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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@ -7,6 +7,7 @@ signal died
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@export var max_health: int = 3
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@export var move_speed: float = 50.0
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@export var friction: float = 0.7
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@export var main_visual : Node2D
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@export var death_scene : PackedScene
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@onready var health: int = max_health
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@ -24,6 +25,7 @@ func damage(amount: int = 1) -> void:
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health_changed.emit(health)
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_play_hit_flash()
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EventBus.screenshake.emit(5)
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if health <= 0:
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die()
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@ -36,15 +38,18 @@ func die():
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died.emit()
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func _apply_movement(_delta: float) -> void:
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func _apply_movement() -> void:
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velocity *= friction
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move_and_slide()
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func _process(delta: float) -> void:
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mask_use_cd -= delta
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func _physics_process(delta: float) -> void:
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mask_use_cd -= delta
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_apply_movement(delta)
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move_and_slide()
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_apply_movement()
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func _play_hit_flash():
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var tween = create_tween()
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tween.tween_property(self, "modulate", Color.CRIMSON, 0.1)
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tween.tween_property(self, "modulate", Color.WHITE, 0.3)
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if main_visual:
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tween.tween_property(main_visual, "modulate", Color.CRIMSON, 0.1)
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tween.tween_property(main_visual, "modulate", Color.WHITE, 0.3)
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