Mob Death: Mob Not Strong -- Dead Mob Can't Flip
parent
138584b335
commit
2acab5dd13
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@ -3,14 +3,9 @@ extends EnemyClass
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var velocity = Vector2.ZERO
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var velocity = Vector2.ZERO
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var speed = 64
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var speed = 64
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onready var player = $"../../Player"
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func _ready():
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func _ready():
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hp = 15
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hp = 15
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func _process(delta):
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$Sprite.flip_h = true if player.global_position.x > self.global_position.x else false
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func _physics_process(_delta):
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func _physics_process(_delta):
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var player_position = player.global_position + Vector2(12, 12)
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var player_position = player.global_position + Vector2(12, 12)
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var angle = get_angle_to(player_position)
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var angle = get_angle_to(player_position)
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@ -25,7 +25,7 @@ flip_h = true
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use_parent_material = true
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use_parent_material = true
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frames = ExtResource( 1 )
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frames = ExtResource( 1 )
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animation = "idle"
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animation = "idle"
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frame = 1
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frame = 2
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playing = true
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playing = true
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centered = false
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centered = false
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@ -1,6 +1,5 @@
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extends EnemyClass
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extends EnemyClass
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onready var player = $"../../Player"
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var dash_target = Vector2.ZERO
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var dash_target = Vector2.ZERO
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var afterdash_timer = .0
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var afterdash_timer = .0
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var afterdash = false
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var afterdash = false
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@ -1,14 +1,10 @@
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extends EnemyClass
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extends EnemyClass
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onready var player = $"../../Player"
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var velocity = Vector2.ZERO
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var velocity = Vector2.ZERO
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var speed = 24
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var speed = 24
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func _ready():
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func _ready():
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hp = 15
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hp = 15
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func _process(delta):
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$Sprite.flip_h = true if player.global_position.x > self.global_position.x else false
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func _physics_process(delta):
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func _physics_process(delta):
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global_position = global_position.move_toward(player.global_position + Vector2(8, 8), speed * delta * speed_multiplier)
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global_position = global_position.move_toward(player.global_position + Vector2(8, 8), speed * delta * speed_multiplier)
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@ -12,6 +12,7 @@ var mob_timers = [.0, .0, .0, .0]
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var mob_threshold = [5, 7, 10, 7]
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var mob_threshold = [5, 7, 10, 7]
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func _ready():
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func _ready():
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Global.playing = true
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Global.play_time = .0
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Global.play_time = .0
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Global.health = 3
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Global.health = 3
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Global.add_health(0)
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Global.add_health(0)
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@ -1,5 +1,6 @@
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extends KinematicBody2D
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extends KinematicBody2D
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onready var player = $"../../Player"
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var empty_material = load("res://res/shaders/empty_material.tscn")
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var empty_material = load("res://res/shaders/empty_material.tscn")
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var hp
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var hp
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var dead = false
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var dead = false
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@ -21,6 +22,11 @@ func deal_damage(amount):
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if hp <= 0:
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if hp <= 0:
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death()
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death()
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func _process(delta):
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if Global.playing and not dead and is_in_group("enemy"):
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player = get_tree().get_root().get_node("Game/View/Player")
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$Sprite.flip_h = true if player.global_position.x > self.global_position.x else false
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func death():
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func death():
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dead = true
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dead = true
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$Sprite.playing = false
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$Sprite.playing = false
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@ -34,8 +40,8 @@ func _physics_process(delta):
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if dead:
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if dead:
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self.global_position = death_position
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self.global_position = death_position
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dead_timer += delta
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dead_timer += delta
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$Sprite.modulate.a = 1 - (dead_timer / 2)
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$Sprite.modulate.a = 1 - (dead_timer * 2)
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if dead_timer >= 2.0:
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if dead_timer >= 0.5:
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self.call_deferred("free")
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self.call_deferred("free")
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if poisoned:
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if poisoned:
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@ -3,12 +3,11 @@ extends Node
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var GAME_SCENE = preload("res://src/scenes/game/Game.tscn")
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var GAME_SCENE = preload("res://src/scenes/game/Game.tscn")
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var MENU_SCENE = preload("res://src/scenes/menu/Menu.tscn")
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var MENU_SCENE = preload("res://src/scenes/menu/Menu.tscn")
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var playing = true
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var playing = false
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var play_time = .0
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var play_time = .0
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var health = 2
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var health = 2
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func game_start():
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func game_start():
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playing = true
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get_tree().change_scene_to(GAME_SCENE)
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get_tree().change_scene_to(GAME_SCENE)
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func return_to_menu():
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func return_to_menu():
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