chore: run gdformat
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@@ -97,6 +97,6 @@ func _on_attack_area_body_entered(body: Node2D) -> void:
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var is_crit = randf() >= 1 - crit_chance
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if is_crit:
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damage_dealt *= player.player_stats.get_final("crit_multiplier", player.modifiers)
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body.take_damage(damage_dealt, is_crit)
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damaged_this_attack.append(body)
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@@ -17,6 +17,7 @@ var is_dead: bool = false
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var _xp_orb = preload("res://scenes/xp_orb.tscn")
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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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@@ -65,12 +66,14 @@ 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 drop_xp_orb() -> void:
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var orb: XPOrb = _xp_orb.instantiate()
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orb.value = 5
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orb.position = position
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get_parent().add_child(orb)
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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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@@ -4,14 +4,17 @@ extends Node2D
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var elapsed_time: float = 0.0
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func _ready():
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GlobalConst.sig_debug_camera_zoom.connect(debug_zoom)
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Engine.time_scale = 1.0
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func _process(delta: float) -> void:
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elapsed_time += delta
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main_ui.player_ui.set_elapsed_time(elapsed_time)
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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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main_ui.pause_ui.toggle_pause_ui()
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@@ -10,6 +10,7 @@ signal lvlup_picked(mod: PlayerStatsModifier)
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@onready var upgrade_description: Label = $MarginContainer/VBoxContainer/UpgradeDescription
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@onready var upgrade_tex: TextureRect = $MarginContainer/VBoxContainer/CenterContainer/UpgradeTex
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func _ready() -> void:
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match mod.rarity:
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GlobalConst.ModRarity.NORMAL:
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@@ -20,7 +21,7 @@ func _ready() -> void:
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upgrade_name.add_theme_color_override("font_color", Color.DARK_ORCHID)
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GlobalConst.ModRarity.LEGENDARY:
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upgrade_name.add_theme_color_override("font_color", Color.DARK_ORANGE)
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upgrade_name.text = mod.title
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upgrade_description.text = mod.description
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upgrade_tex.texture = mod.tex
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@@ -1,15 +1,19 @@
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class_name LevelUpUI
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extends Control
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@onready var choice_container: HBoxContainer = $VBoxContainer/PanelContainer/CenterContainer/ChoiceContainer
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@onready
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var choice_container: HBoxContainer = $VBoxContainer/PanelContainer/CenterContainer/ChoiceContainer
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func clear():
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for child in choice_container.get_children():
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child.queue_free()
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func add_choice(choice: LevelUpChoice) -> void:
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choice.lvlup_picked.connect(_on_levelup_picked)
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choice_container.add_child(choice)
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func _on_levelup_picked(mod: PlayerStatsModifier) -> void:
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visible = false
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@@ -4,15 +4,18 @@ extends Control
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@onready var hp_bar: ProgressBar = $CenterContainer/VBoxContainer/ProgressBar
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@onready var elapsed_label: Label = $CenterContainer/VBoxContainer/ElapsedLabel
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func set_hp(value: float):
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hp_bar.value = value
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func set_elapsed_time(value: float):
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elapsed_label.text = format_time(value)
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func format_time(seconds: float) -> String:
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var total_ms = int(seconds * 1000.0)
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var s = (total_ms / 1000) % 60
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var m = (total_ms / 60000)
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var m = total_ms / 60000
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return "%02d:%02d" % [m, s]
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@@ -7,13 +7,15 @@ extends Node2D
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var player: Player
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func _ready() -> void:
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player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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func _physics_process(delta: float) -> void:
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if not player:
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return
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var to_player = player.global_position - global_position
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var dist = to_player.length()
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var attract_radius = player.player_stats.get_final("pickup_radius", player.modifiers)
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@@ -24,5 +26,6 @@ func _physics_process(delta: float) -> void:
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var speed = lerp(min_speed, max_speed, (attract_radius - dist) / attract_radius)
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global_position += dir * speed * delta
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func pickup() -> void:
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push_error("%s did not implement pickup()" % self)
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@@ -5,6 +5,7 @@ extends PickupBase
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@onready var collision_shape_2d: CollisionShape2D = $Area2D/CollisionShape2D
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func pickup() -> void:
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if not player:
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push_error("pickup called on %s without player set" % self)
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@@ -43,7 +43,9 @@ func take_damage(value: float) -> void:
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dm.damage_taken = value
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dm.player_damage = false
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add_child(dm)
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main_ui.player_ui.set_hp((player_stats.current_health / player_stats.get_final("max_health", modifiers)) * 100)
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main_ui.player_ui.set_hp(
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(player_stats.current_health / player_stats.get_final("max_health", modifiers)) * 100
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)
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if player_stats.current_health <= 0:
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die()
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@@ -85,10 +87,12 @@ func get_taunted():
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func toggle_god_mode(value: bool):
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god_mode = value
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func add_xp(amount: float) -> void:
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player_stats.current_xp += amount
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_check_level_up()
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func _check_level_up() -> void:
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var required_for_level = 25.0
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if player_stats.current_xp >= required_for_level:
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@@ -96,6 +100,7 @@ func _check_level_up() -> void:
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player_stats.current_xp -= required_for_level
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_trigger_level_up()
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func _trigger_level_up() -> void:
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var choice_count = 3
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var choices: Array[LevelUpChoice] = []
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@@ -110,6 +115,7 @@ func _trigger_level_up() -> void:
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Engine.time_scale = 0.0
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main_ui.level_up_ui.visible = true
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func _on_pickup_area_area_entered(area: Area2D) -> void:
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var body: Node2D = area.get_parent()
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if body.is_in_group(GlobalConst.GROUP_XP_ORB):
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@@ -11,6 +11,7 @@ var move_speed: float = 200.0
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var attack_damage: float = 1.0
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var pickup_radius: float = 50.0
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func get_final(stat: String, modifiers: Array[PlayerStatsModifier]) -> Variant:
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var base_value = get(stat)
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var add = 0.0
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@@ -25,5 +26,6 @@ func get_final(stat: String, modifiers: Array[PlayerStatsModifier]) -> Variant:
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return mod.value
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return (base_value + add) * mul
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func xp_required_for_level() -> float:
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return 100 * (100*(1.5**(current_level-1)))
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return 100 * (100 * (1.5 ** (current_level - 1)))
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@@ -7,13 +7,15 @@ extends Node2D
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var player: Player
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func _ready() -> void:
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player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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func _physics_process(delta: float) -> void:
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if not player:
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return
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var to_player = player.global_position - global_position
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var dist = to_player.length()
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var attract_radius = player.player_stats.get_final("pickup_radius", player.modifiers)
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@@ -23,5 +25,7 @@ func _physics_process(delta: float) -> void:
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return
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if dist < attract_radius:
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var dir = to_player.normalized()
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var speed = lerp(adjusted_min_speed, adjusted_max_speed, (attract_radius - dist) / attract_radius)
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var speed = lerp(
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adjusted_min_speed, adjusted_max_speed, (attract_radius - dist) / attract_radius
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)
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global_position += dir * speed * delta
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