2024-07-14 23:55:40 +02:00
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extends Area2D
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var velocity: Vector2 = Vector2()
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var direction
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var speciality
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var btype
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var attack
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var crit
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var angular_speed = 5*PI
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var origangle
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if direction == null:
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origangle = velocity.angle()
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else:
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origangle = direction.angle()
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rotation = origangle
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if is_in_group("players"):
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speciality = Global.pcspecialities[Global.dparty[Global.dcpchar][0]]
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add_to_group(btype)
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#pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _physics_process(delta):
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rotation -= angular_speed * delta
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print(rotation)
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if rotation+deg_to_rad(180) < origangle:
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queue_free()
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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#Input.start_joy_vibration(0,0,1,3)
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2024-09-26 22:06:33 +02:00
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Global.result[3] += attack * crit
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2024-07-14 23:55:40 +02:00
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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else:
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2024-09-26 22:06:33 +02:00
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Global.result[3] += attack
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2024-07-14 23:55:40 +02:00
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#Input.start_joy_vibration(0,1,0,2)
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if Global.debug:
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if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
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else:
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Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
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else:
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if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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if Global.cboss[1] > (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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Global.cboss[1] = 0
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else:
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if Global.cboss[1] > (attack):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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if body.weakness == speciality:
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print("weakness")
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#if body.is_in_group("players"):
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# Global.live = 2
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#elif body.is_in_group("enemies"):
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# Global.live = 3
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#elif body.is_in_group("boss"):
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# Global.live = 3
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# queue_free()
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func _on_area_entered(area):
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if !area.is_in_group(btype):
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queue_free()
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#pass # Replace with function body.
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func _on_timer_timeout():
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queue_free()
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