settings, small fixes
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parent
b12c193636
commit
e08e3ebb13
174 changed files with 997 additions and 1040 deletions
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@ -1,33 +1,27 @@
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class_name MaskDrop extends Node2D
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@export var mask_type : Types.mask_types
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@onready var popup := $Popup
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@export var mask_type : MaskData
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@export var time_to_live = 14
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@export var initial_blink_speed: float = 0.7
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@onready var popup := $Popup
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@onready var sprite := $Sprite2D
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@onready var blink_timer = $Timer
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var alive_time = 0
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var target_position : Vector2
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@onready var blink_timer = $Timer
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func _ready() -> void:
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blink_timer.wait_time = initial_blink_speed
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blink_timer.timeout.connect(_on_timeout)
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blink_timer.start()
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blink_timer.paused = true
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$MeleeMask.rotate(randf() * PI - (PI / 2))
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$RangedMask.rotate(randf() * PI - (PI / 2))
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sprite.rotate(randf() * PI - (PI / 2))
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sprite.rotate(randf() * PI - (PI / 2))
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func _process(delta: float) -> void:
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alive_time += delta
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$MeleeMask.visible = false
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$RangedMask.visible = false
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$SpitMask.visible = false
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if (mask_type == Types.mask_types.Melee):
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$MeleeMask.visible = true
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elif (mask_type == Types.mask_types.Ranged):
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$RangedMask.visible = true
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elif (mask_type == Types.mask_types.Spit):
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$SpitMask.visible = true
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sprite.texture = mask_type.drop_texture
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var progress = alive_time / time_to_live
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if progress > 0.5:
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