final commit
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@@ -39,7 +39,13 @@ var targetState = []
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var dead := false
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var damage_stack := 1.0
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var shotgun := 0
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func heal(seconds):
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damage_stack *= pow(1.1, Globals.unlockedUpgrades.get("thoseWereTheDays", 0))
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newHealth = health + seconds
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transitionStart.emit(seconds)
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#print(frameData)
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@@ -53,6 +59,11 @@ func _process(delta: float) -> void:
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if damageScale > minDamageScale: damageScale -= delta
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damageScale = max(damageScale, minDamageScale)
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shotgun = Globals.unlockedUpgrades.get("shotgun", 0)
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if shotgun > 0:
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gunSprite.region_rect = Rect2(64, 80, 32, 16)
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else:
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gunSprite.region_rect = Rect2(0, 112, 16, 16)
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#ticks += 1
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dashRect.position.y = 31 * dashTimer / Globals.DASH_WAIT / 2 - 31.0 / 2
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@@ -69,6 +80,7 @@ func _process(delta: float) -> void:
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dead = true
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hide()
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var grayscaleVal := 1.0
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func _physics_process(delta: float) -> void:
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@@ -138,8 +150,8 @@ func _physics_process(delta: float) -> void:
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var ang = gun.rotation + gun.get_angle_to(get_global_mouse_position())
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if Input.is_action_just_pressed("dash") and dashTimer == 0:
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dashVel = Vector2(cos(ang), sin(ang)) * Globals.DASH_LENGTH
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dashTimer = Globals.DASH_WAIT
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dashVel = Vector2(cos(ang), sin(ang)) * Globals.DASH_LENGTH * pow(1.5, Globals.unlockedUpgrades.get("dashMachine", 0))
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dashTimer = Globals.DASH_WAIT * pow(0.8, Globals.unlockedUpgrades.get("dashMachine", 0))
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if dashTimer > 0: dashTimer -= delta
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else: dashTimer = 0
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@@ -147,11 +159,19 @@ func _physics_process(delta: float) -> void:
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if Input.is_action_just_pressed("shoot"):
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if not animations.is_playing():
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#var ang = gun.rotation + gun.get_angle_to(get_global_mouse_position())
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var instantiated = bullet.instantiate()
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instantiated.global_position = global_position
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instantiated.velocity.x = cos(ang) * 700
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instantiated.velocity.y = sin(ang) * 700
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get_parent().add_child(instantiated)
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if shotgun > 0:
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for ind in range(-shotgun, shotgun + 1):
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var instantiated = bullet.instantiate()
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instantiated.global_position = global_position# + Vector2(cos(ang + ind * 0.2) * 16, sin(ang + ind * 0.3) * 16)
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instantiated.velocity.x = cos(ang + ind * 0.2) * 700
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instantiated.velocity.y = sin(ang + ind * 0.2) * 700
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get_parent().add_child(instantiated)
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else:
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var instantiated = bullet.instantiate()
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instantiated.global_position = global_position
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instantiated.velocity.x = cos(ang) * 700
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instantiated.velocity.y = sin(ang) * 700
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get_parent().add_child(instantiated)
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shootsfx.play()
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@@ -197,3 +217,9 @@ func _on_hitbox_area_entered(area: Area2D) -> void:
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area.queue_free()
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$"../hud/AnimationPlayer2".play("global/popItUp")
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if area.has_meta("kaboom"):
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speedScale = 2 * pow(0.8, Globals.unlockedUpgrades.get("rollback", 0))
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speedUp = 0.5
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damageScale += 2 * pow(0.8, Globals.unlockedUpgrades.get("rollback", 0))
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knockback = Vector2(sin(rotation) * 2000 * [0.5, -0.5].pick_random(), cos(rotation) * 2000 * [0.5, -0.5].pick_random())
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