Finish Sonic Waves (XD)
parent
f314860b17
commit
dc3af8c23a
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@ -19,7 +19,6 @@ script = ExtResource( 2 )
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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 = 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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@ -32,8 +31,3 @@ shape = SubResource( 1 )
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[node name="SameSpeciesCollider" type="CollisionShape2D" parent="."]
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[node name="SameSpeciesCollider" type="CollisionShape2D" parent="."]
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position = Vector2( 8.5, 10 )
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position = Vector2( 8.5, 10 )
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shape = SubResource( 2 )
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shape = SubResource( 2 )
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[node name="Timer" type="Timer" parent="."]
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autostart = true
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[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
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@ -4,12 +4,31 @@ var velocity = Vector2.ZERO
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var speed = 64
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var speed = 64
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onready var sonic_wave_preload = preload("res://src/models/sonic_wave/Sonic_Wave.tscn")
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onready var sonic_wave_preload = preload("res://src/models/sonic_wave/Sonic_Wave.tscn")
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var shooting_timer = .0
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var attack_timer = .0
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var shooting = false
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var shot = false
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var sonic_wave
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var sonic_wave
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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 _physics_process(_delta):
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func _physics_process(delta):
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if not shooting:
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shooting_timer += delta
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if shooting_timer >= 2.0:
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shooting = true
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shooting_timer = .0
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if shooting:
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attack_timer += delta
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if attack_timer >= .5 and not shot:
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_shoot()
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shot = true
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if attack_timer >= 1.0:
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attack_timer = 0
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shooting = false
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shot = false
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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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if position.distance_to(player_position) > 64:
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if position.distance_to(player_position) > 64:
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@ -29,15 +48,11 @@ func _physics_process(_delta):
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self.global_position.y += sin(Time.get_ticks_msec() * 0.01) / 3
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self.global_position.y += sin(Time.get_ticks_msec() * 0.01) / 3
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velocity *= speed * speed_multiplier
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velocity *= speed * speed_multiplier
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velocity = move_and_slide(velocity)
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if not shooting:
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velocity = move_and_slide(velocity)
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func _shoot():
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func _shoot():
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sonic_wave = sonic_wave_preload.instance()
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sonic_wave = sonic_wave_preload.instance()
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get_parent().add_child(sonic_wave)
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get_parent().add_child(sonic_wave)
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sonic_wave.global_position.x = self.global_position.x + 8
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sonic_wave.global_position.x = self.global_position.x + 8
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sonic_wave.global_position.y = self.global_position.y + 8
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sonic_wave.global_position.y = self.global_position.y + 8
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func _on_Timer_timeout():
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_shoot()
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@ -5,10 +5,10 @@
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[ext_resource path="res://res/shaders/colorize.tres" type="Material" id=3]
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[ext_resource path="res://res/shaders/colorize.tres" type="Material" id=3]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 3.5, 3.5 )
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extents = Vector2( 4, 4 )
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[sub_resource type="RectangleShape2D" id=2]
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 3.5, 9 )
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extents = Vector2( 7, 11 )
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[sub_resource type="Animation" id=4]
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[sub_resource type="Animation" id=4]
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resource_name = "RESET"
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resource_name = "RESET"
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@ -48,7 +48,7 @@ tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/enabled = true
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tracks/0/keys = {
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tracks/0/keys = {
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"times": PoolRealArray( 0, 2 ),
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"times": PoolRealArray( 0, 0.9 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"update": 1,
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"values": [ true, false ]
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"values": [ true, false ]
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@ -3,7 +3,11 @@ extends KinematicBody2D
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var velocity = Vector2.ZERO
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var velocity = Vector2.ZERO
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var speed = 120
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var speed = 120
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onready var player = $"../../Player"
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onready var player = $"../../Player"
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var angle
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func _ready():
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angle = global_position.angle_to_point(player.global_position)
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func _physics_process(delta):
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func _physics_process(delta):
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self.global_position = self.global_position.move_toward(player.global_position, delta * speed)
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$Sprite.rotation_degrees = rad2deg(angle + PI)
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$Sprite.look_at(player.global_position)
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move_and_slide(Vector2(speed, 0).rotated(angle + PI))
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