chore: run gdformat on all gdscript files
This commit is contained in:
@@ -16,6 +16,7 @@ var current_progress: float = 0.0
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var damaged_this_attack: Array = []
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var is_attacking: bool = false
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func _ready() -> void:
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attack_path.visible = false
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damage = default_damage
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@@ -26,7 +27,11 @@ func _process(delta: float) -> void:
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timer.start()
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if current_progress > 0.95:
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reset_attack()
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if current_target and is_instance_valid(current_target) and not current_target.is_queued_for_deletion():
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if (
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current_target
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and is_instance_valid(current_target)
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and not current_target.is_queued_for_deletion()
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):
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track_target(current_target)
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is_attacking = true
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attack_path.visible = true
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@@ -37,6 +42,7 @@ func _process(delta: float) -> void:
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current_progress = clampf(current_progress, 0.0, 1.0)
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path_follow_2d.progress_ratio = current_progress
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func reset_attack() -> void:
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current_target = null
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attack_path.visible = false
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@@ -46,10 +52,12 @@ func reset_attack() -> void:
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position = Vector2.ZERO
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rotation = 0.0
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func set_target(body: Node2D):
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current_target = body
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is_attacking = true
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func track_target(body: Node2D):
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var mid_distance = attack_path.curve.get_baked_length() / 2
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var mid_point: Vector2 = attack_path.curve.sample_baked(mid_distance)
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@@ -57,13 +65,16 @@ func track_target(body: Node2D):
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var desired_dir = (body.global_position - to_global(mid_point)).normalized()
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var start_point_global = attack_path.to_global(attack_path.curve.sample_baked(0))
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var end_point_global = attack_path.to_global(attack_path.curve.sample_baked(attack_path.curve.get_baked_length()))
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var end_point_global = attack_path.to_global(
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attack_path.curve.sample_baked(attack_path.curve.get_baked_length())
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)
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var curve_dir = (start_point_global - end_point_global).normalized()
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var angle_diff = curve_dir.angle_to(desired_dir)
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if rotation == 0.0:
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rotation = curve_dir.angle_to(desired_dir)
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position += offset
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func _on_timer_timeout() -> void:
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if current_target:
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if trigger_area.has_overlapping_areas():
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@@ -75,6 +86,7 @@ func _on_timer_timeout() -> void:
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if body.is_in_group(GlobalConst.GROUP_ENEMY):
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set_target(body)
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func _on_attack_area_body_entered(body: Node2D) -> void:
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if not attack_path.visible:
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return
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@@ -11,6 +11,7 @@ const COLOR_CRIT = Color.GOLD
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const COLOR_REGULAR = Color.WHITE
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const COLOR_PLAYER = Color.CRIMSON
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func _ready() -> void:
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if !player_damage:
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label.add_theme_color_override("font_color", COLOR_PLAYER)
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@@ -21,5 +22,6 @@ func _ready() -> void:
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animation_player.play("normal_damage")
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animation_player.animation_finished.connect(_on_animation_finished)
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func _on_animation_finished(_name: String):
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queue_free()
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@@ -15,12 +15,14 @@ var max_health: float
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var god_mode: bool = false
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var is_dead: bool = false
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func _ready() -> void:
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move_speed = default_move_speed
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max_health = default_max_health
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health = max_health
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GlobalConst.sig_debug_enemy_god_mode.connect(enemy_god_mode_toggle)
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func _physics_process(delta: float) -> void:
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if target:
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var direction = global_position.direction_to(target.global_position)
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@@ -31,6 +33,7 @@ func _physics_process(delta: float) -> void:
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else:
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deal_damage()
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func take_damage(value: float):
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if god_mode:
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return
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@@ -41,12 +44,14 @@ func take_damage(value: float):
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if health <= 0:
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die()
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func deal_damage():
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if target.is_in_group("damagable"):
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if contact_damage_cd.is_stopped():
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target.take_damage(default_contact_damage)
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contact_damage_cd.start()
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func die():
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if is_dead:
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return
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@@ -56,13 +61,16 @@ func die():
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animation_player.play("die")
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animation_player.animation_finished.connect(_on_die_anim_finished)
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func cheer_anim():
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if not animation_player.is_playing():
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animation_player.play("jump")
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func enemy_god_mode_toggle(toggle_on: bool) -> void:
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god_mode = toggle_on
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func _on_die_anim_finished(name: String):
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visible = false
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queue_free()
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@@ -2,9 +2,11 @@ extends Node2D
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@onready var main_ui: MainUI = $MainUI
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@onready var main_camera: Camera2D = $MainCamera
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func _ready():
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GlobalConst.sig_debug_camera_zoom.connect(debug_zoom)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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print_debug("pause")
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@@ -12,6 +14,7 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("debug_menu"):
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main_ui.debug_ui.toggle()
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func debug_zoom(toggled_on: bool):
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if toggled_on:
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main_camera.zoom = Vector2(1, 1)
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@@ -6,32 +6,40 @@ extends Control
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var debug_stats: Dictionary = {}
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func _ready() -> void:
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stats_container.visible = false
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panel_container.visible = false
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GlobalConst.sig_debug_stats_set.connect(set_debug_stat)
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func toggle():
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panel_container.visible = !panel_container.visible
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func _on_zoom_check_toggled(toggled_on: bool) -> void:
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GlobalConst.sig_debug_camera_zoom.emit(toggled_on)
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func _on_god_mode_check_toggled(toggled_on: bool) -> void:
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GlobalConst.sig_debug_god_mode.emit(toggled_on)
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func _on_enemy_god_mode_check_toggled(toggled_on: bool) -> void:
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GlobalConst.sig_debug_enemy_god_mode.emit(toggled_on)
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func _on_stats_check_toggled(toggled_on: bool) -> void:
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stats_container.visible = toggled_on
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func set_debug_stat(key: String, value: String):
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if key == "":
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debug_stats.erase(key)
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debug_stats[key] = value
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update_debug_stats()
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func update_debug_stats() -> void:
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for child in stats_container.get_children():
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child.queue_free()
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@@ -9,6 +9,7 @@ extends Node2D
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var enemy_scene = preload("res://scenes/enemies/enemy.tscn")
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func _ready() -> void:
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timer.wait_time = spawn_rate / 1
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timer.start()
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@@ -24,6 +25,7 @@ func _on_timer_timeout() -> void:
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new_enemy.target = target
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add_child(new_enemy)
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func _on_stop_spawning(val: bool):
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if val:
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timer.stop()
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@@ -5,6 +5,7 @@ extends Control
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@onready var player_ui: PlayerUI = $CanvasLayer/PlayerUI
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@onready var debug_ui: DebugUI = $CanvasLayer/DebugUI
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func _ready() -> void:
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pause_ui.visible = false
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player_ui.visible = true
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@@ -1,9 +1,11 @@
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class_name PauseUI
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extends Control
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func _ready() -> void:
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pass
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func toggle_pause_ui() -> void:
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if visible:
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visible = false
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@@ -3,5 +3,6 @@ extends Control
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@onready var hp_bar: ProgressBar = $CenterContainer/ProgressBar
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func set_hp(value: float):
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hp_bar.value = value
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@@ -14,6 +14,7 @@ var dead: bool = false
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var death_anim_done: bool = false
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var god_mode: bool = false
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func _ready() -> void:
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camera.position = global_position
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movement_speed = default_movement_speed
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@@ -22,6 +23,7 @@ func _ready() -> void:
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main_ui.player_ui.set_hp(100)
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GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
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func _physics_process(delta: float) -> void:
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if dead:
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return
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@@ -29,12 +31,14 @@ func _physics_process(delta: float) -> void:
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velocity = input_direction * movement_speed
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move_and_slide()
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func _process(delta: float) -> void:
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camera.position_smoothing_enabled = true
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camera.position = global_position
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if dead and !death_anim_done:
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death_animation(delta)
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func take_damage(value: float) -> void:
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if dead or god_mode:
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return
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@@ -48,6 +52,7 @@ func take_damage(value: float) -> void:
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if health <= 0:
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die()
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func die():
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dead = true
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remove_from_group("damagable")
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@@ -56,6 +61,7 @@ func die():
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sprite_2d.z_index += 10
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get_taunted()
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func death_animation(delta: float):
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# Engine.time_scale = clampf(lerpf(Engine.time_scale, 0.25, 0.5), 0.25, 0.9*delta)
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camera.zoom = lerp(camera.zoom, Vector2(8, 8), 0.99 * delta)
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@@ -64,6 +70,7 @@ func death_animation(delta: float):
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main_ui.pause_ui.toggle_pause_ui()
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death_anim_done = true
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func get_taunted():
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var taunting_enemies: Array[Enemy] = []
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for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
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@@ -84,4 +91,3 @@ func get_taunted():
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func toggle_god_mode(value: bool):
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god_mode = value
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