
- Mostly finished the settings menu - Got basic AI working on easy difficulty - Changed when animations are loaded - Music now changes when you hit play - Changed how AI will work. All enemies should only need the combatant script now
51 lines
1.5 KiB
GDScript
51 lines
1.5 KiB
GDScript
extends "res://Scripts/animationBase.gd"
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@export var startPrimaryLoc: Vector2
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@export var startSecondaryLoc: Vector2
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@export var fullSize: float = 1
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@export var explodeDur: float = 0.2
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@onready var ballofayr: AnimatedSprite2D = $Path2D/PathFollow2D/AnimatedSprite2D
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@onready var path: PathFollow2D = $Path2D/PathFollow2D
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@onready var particles: GPUParticles2D = $Path2D/PathFollow2D/GPUParticles2D
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var dir: int = 1
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var exploding: bool = false
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var timer: float = 0
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var size: Vector2 = Vector2(0, 0)
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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 inverted:
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dir = -1
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ballofayr.position = startSecondaryLoc
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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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if !exploding:
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if (targetProg / finalProg < 0.3):
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timer = clampf(timer + delta, 0, clampf(targetProg / finalProg, 0, 0.25))
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path.progress_ratio = timer
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if (targetProg / finalProg < 0.9):
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ballofayr.scale = lerp(ballofayr.scale, Vector2((targetProg / finalProg) * fullSize, (targetProg / finalProg) * fullSize), delta * 2)
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if (targetProg / finalProg >= 0.9):
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timer = clampf(timer + delta, 0, targetProg / finalProg)
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path.progress_ratio = timer
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if path.progress_ratio == 1:
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explode()
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else:
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timer += delta
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if timer > explodeDur:
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self.free()
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func setProgress(target: float, final: float = finalProg) -> void:
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targetProg = target
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finalProg = final
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func explode() -> void:
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ballofayr.hide()
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particles.emitting = true
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exploding = true
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timer = 0
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func castFailed() -> void:
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explode()
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