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countdown-mayhem/assets/scripts/player_bullet.gd
T
2026-07-26 18:54:03 +02:00

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1.5 KiB
GDScript

extends CharacterBody2D
@onready var player = $"../Player"
@onready var bloodParticles = preload("res://assets/scenes/blood.tscn")
var dmgtotal := float(randi_range(20,40))
func _ready() -> void:
print(dmgtotal)
if Globals.unlockedUpgrades.get("dumbbell", 0) > 0:
dmgtotal *= pow(1.5, Globals.unlockedUpgrades["dumbbell"])
if Globals.unlockedUpgrades.get("speedMayhem", 0) > 0:
dmgtotal *= pow(1 + (player.velocity.length() + player.dashVel.length()) / 400, Globals.unlockedUpgrades["speedMayhem"])
print(dmgtotal)
func _physics_process(delta: float) -> void:
if player.transitioning: return
move_and_collide(velocity * delta)
func _on_area_entered(area: Area2D) -> void:
if not area.get_parent().has_meta("dontKillUrselfPlease"):
queue_free()
func _on_body_entered(body: Node2D) -> void:
if body.get_meta("enemy", 0) == 1:
#body.get_node("explode").emitting = true
#body.get_node("explode").reparent(body.geat_parent())
body.health -= dmgtotal * player.damage_stack
body.knockback = Vector2(velocity.x * 0.5, velocity.y * 0.5)
body.hitsfx.play()
#AnimationPlayer.new().stop()
body.get_node("AnimationPlayer").stop()
body.get_node("AnimationPlayer").play("flash")
var bloodInsta = bloodParticles.instantiate()
bloodInsta.emitting = true
bloodInsta.unlock = true
bloodInsta.global_position = body.global_position
get_parent().add_child(bloodInsta)
#player.heal(randi_range(3,5))
#body.queue_free()
print(body.name)
queue_free()