Level 2 polished
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2ff0e9625c
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@ -14,5 +14,5 @@ tracks/0/keys = {
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"times": PoolRealArray( 0, 0.05, 0.1 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 0,
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"values": [ Color( 0.964706, 0.462745, 0.462745, 1 ), Color( 10, 10, 10, 1 ), Color( 1, 1, 1, 1 ) ]
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"values": [ Color( 10, 10, 10, 1 ), Color( 10, 10, 10, 1 ), Color( 1, 1, 1, 1 ) ]
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}
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@ -1,7 +1,7 @@
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[gd_resource type="Animation" format=2]
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[resource]
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resource_name = "Skeleton Hit"
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resource_name = "Hit"
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length = 0.1
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step = 0.05
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tracks/0/type = "value"
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@ -1,10 +1,8 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://ai/Script/Skeleton Enemy.gd" type="Script" id=1]
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[ext_resource path="res://Music and Fonts(Misc.)/Skeleton Hit.tres" type="Animation" id=2]
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[ext_resource path="res://art/Skeleton.png" type="Texture" id=3]
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[ext_resource path="res://Music and Fonts(Misc.)/Ogre Hit.tres" type="Animation" id=4]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 5, 7 )
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@ -44,16 +42,6 @@ enabled = true
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cast_to = Vector2( 80, 0 )
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collision_mask = 3
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[node name="RayCast2D3" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( -80, -25 )
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collision_mask = 3
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[node name="RayCast2D4" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 80, -25 )
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collision_mask = 3
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[node name="ShootDelay" type="Timer" parent="."]
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wait_time = 1.239
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one_shot = true
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@ -71,5 +59,4 @@ autoplay = "Skeleton Jump"
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"anims/Skeleton Jump" = SubResource( 2 )
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[node name="AnimationPlayer2" type="AnimationPlayer" parent="."]
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anims/Hit = ExtResource( 4 )
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"anims/Skeleton Hit" = ExtResource( 2 )
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anims/Hit = ExtResource( 2 )
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@ -25,7 +25,7 @@ radius = 3.0
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height = 2.0
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[node name="KinematicBody2D" type="KinematicBody2D"]
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collision_layer = 8
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collision_layer = 16
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collision_mask = 3
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script = ExtResource( 2 )
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__meta__ = {
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@ -7,7 +7,7 @@ onready var ProjectileSpawn: Node2D = $Position2D
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onready var PlayerRaycast: RayCast2D = $PlayerRaycast
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func _ready():
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health = 0.5
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health = 2
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knockback_amount = 700
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func _physics_process(_delta):
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@ -1,10 +1,18 @@
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extends Enemy
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export var max_range: int = 200
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export var stationary: bool = false
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var Spinning_Bone = preload("res://ai/Scenes/SpinningBone.tscn")
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onready var ShootDelay : Timer = $ShootDelay
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onready var ProjectileSpawn: Node2D = $Position2D
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func _ready():
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health = 1.5
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$RayCast2D.cast_to.x = -1 * max_range
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$RayCast2D2.cast_to.y = 1 * max_ranged
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func apply_gravity(delta, modifier = 1):
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velocity.y += gravity * delta * modifier
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@ -28,7 +36,7 @@ func _physics_process(_delta):
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velocity.x *= speed
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velocity = move_and_slide(velocity, UP)
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if dist <= 200:
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if dist <= max_range and not stationary:
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velocity.x = position.direction_to(Player.position).normalized().x
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else:
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velocity = Vector2(0, 0)
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@ -8,7 +8,7 @@ onready var Hurtbox = $Area2D
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func _ready():
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speed = 50
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health = 3
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health = 5
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func _physics_process(delta):
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if knockback != Vector2.ZERO:
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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@ -8,6 +8,7 @@
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radius = 6.08276
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[node name="EcoProjectile" type="KinematicBody2D"]
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scale = Vector2( 1.5, 1.5 )
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collision_layer = 8
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collision_mask = 6
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script = ExtResource( 2 )
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@ -7,11 +7,10 @@ var projectile = null
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onready var ChargeTimer: Timer = $ChargeTimer
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func fire(p):
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print(p)
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projectile = p
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if ChargeTimer.is_stopped():
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ChargeTimer.start()
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if charge_level == 0:
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if charge_level == 0 and p != null:
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var temp = p.instance()
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get_tree().current_scene.add_child(temp)
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var energy = temp.energy_cost
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@ -27,7 +26,7 @@ func _on_ChargeTimer_timeout():
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func _input(event):
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if event.is_action_released("shoot"):
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ChargeTimer.stop()
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if charge_level <= 0:
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if charge_level <= 0 or projectile == null:
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charge_level = 0
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return
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var temp = projectile.instance()
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@ -11,7 +11,6 @@ func _process(delta):
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$Label.text = "F to Open"
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if Input.is_action_just_pressed("open"):
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Player.current_scene = next_scene
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print(Player.current_scene)
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get_tree().change_scene(""+next_scene+"")
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else:
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$Label.text = "Locked"
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