player damage, player death, bad guy dictionary, bad guy damage, bad guy death, ui, player damage animation, player death animation
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92e989c331
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c10beb5635
22 files changed
+397
-29
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@@ -1,6 +1,8 @@
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class_name Bullet extends Area2D
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var speed = 700
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signal bulletDamageSignal(body, bullet)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.func setSpeed(value):
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@@ -11,3 +13,9 @@ func setSpeed(value):
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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func _on_area_entered(area: Area2D) -> void:
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print("bullet is hitting area")
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if area is Slime:
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bulletDamageSignal.emit(area, self)
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@@ -14,7 +14,7 @@ const JUMP_VELOCITY = -400.0
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum State{IDLE, RUN, JUMP, FALLING}
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enum State{IDLE, RUN, JUMP, FALLING, HURT, DEATH}
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var current_state:State = State.IDLE
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var pushTarget
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@@ -22,6 +22,8 @@ var pushEnabled = false
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var direction
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var upJump = false
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signal deathAnimationCompleteSignal
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func _physics_process(delta: float) -> void:
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#game loop
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handle_input()
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@@ -65,6 +67,10 @@ func update_animation():
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player_graphic.play("jump")
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State.FALLING:
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player_graphic.play("falling")
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State.HURT:
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player_graphic.play("hurt")
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State.DEATH:
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player_graphic.play("death")
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func handle_movement(delta):
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# Add the gravity.
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if not is_on_floor():
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@@ -134,10 +140,16 @@ func _on_animation_finished() -> void:
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match current_state:
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State.JUMP:
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upJump = false
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State.HURT:
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current_state = State.IDLE
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State.DEATH:
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deathAnimationCompleteSignal.emit()
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func playerTakesDamage(health):
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print("Player sees remaining health "+str(health))
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current_state = State.HURT
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func playerDies():
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print("Player sees they died.")
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current_state = State.DEATH
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@@ -13,5 +13,4 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("coin sees collision")
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coinCollectedSignal.emit(body, self)
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@@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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@@ -0,0 +1 @@
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uid://b546t5rmhjwiu
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+43
-11
@@ -3,24 +3,30 @@ extends Node2D
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var totalCoinsAvailable
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var timer = Timer.new()
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var timeAvailable = 5
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var timeAvailable
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var level="res://Scenes/game.tscn"
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var levelTwo = "res://Scenes/level2.tscn"
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var startingCoins = 0
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var levels = ["res://Scenes/game.tscn", "res://Scenes/level2.tscn", "res://Scenes/level3.tscn"]
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var timers = [10,15,9]
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var timers = [30,15,9]
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var currentLevel = 0
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signal destroySignal(body)
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signal levelChangeSignal(level)
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signal playerTakesDamageSignal(health)
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signal playerDiesSignal
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signal bulletDamageEnemySignal(body)
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signal countDownSignal(timeRemaining)
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signal coinCountSignal(coinsRemaining, startingCoins)
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var player:CharacterStats
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var enemy:CharacterStats
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var playerHealth:int
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var enemiesDict = {}
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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player = load("res://Scripts/rscs/playerStats.tres")
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@@ -36,12 +42,15 @@ func _ready() -> void:
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func secondCounter() -> void:
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timeAvailable -=1
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countDownSignal.emit(timeAvailable)
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if timeAvailable <= 0:
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print("LOSE")
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#reload the current scene
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levelChangeSignal.emit(levels[currentLevel])
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func reset() -> void:
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startingCoins = 0
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timeAvailable = timers[currentLevel]
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playerHealth = player.starting_health
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@@ -60,22 +69,45 @@ func _on_areatrigger(effect, body) -> void:
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func totalCoinCount(totalCoins):
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print("GC knows the total coins is "+str(totalCoins) )
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if startingCoins == 0:
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startingCoins = totalCoins
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totalCoinsAvailable = totalCoins
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func coinCollected(body, coin):
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destroySignal.emit(coin)
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totalCoinsAvailable -=1
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if totalCoinsAvailable <= 0:
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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if not body is Crate:
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destroySignal.emit(coin)
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totalCoinsAvailable -=1
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coinCountSignal.emit(totalCoinsAvailable, startingCoins)
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if totalCoinsAvailable <= 0:
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func playerAttacked(body, slime):
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print("GC knows player attacked")
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playerHealth -= enemy.meleeDamage
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playerHealth -= enemiesDict[slime].damage
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if playerHealth <=0:
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playerDiesSignal.emit()
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else:
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print("Received damage...")
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playerTakesDamageSignal.emit(playerHealth)
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func playerDead():
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levelChangeSignal.emit(levels[currentLevel])
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func bulletDamage(area, bullet):
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enemiesDict[area].health -= player.rangeDamage
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if enemiesDict[area].health <=0:
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destroySignal.emit(area)
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enemiesDict.erase(area)
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else:
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bulletDamageEnemySignal.emit(area)
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func addEnemyToLevel(slime):
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var randHealth:int = randi() % 20
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var randDamage:int = randi() % 10
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var enemyStat = {
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"health":enemy.starting_health + randHealth,
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"damage":enemy.meleeDamage + randDamage
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}
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enemiesDict[slime]=enemyStat
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@@ -7,6 +7,7 @@ var totalAllowedBullets = 7
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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@onready var player: Player = $"../Player"
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@onready var ui: Control = $"../CanvasLayer/UI"
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func _ready() -> void:
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@@ -19,13 +20,20 @@ func _ready() -> void:
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for obj in enemies.get_children():
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if obj is Slime:
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obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
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Gamecontroller.addEnemyToLevel(obj)
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Gamecontroller.bulletDamageEnemySignal.connect(obj.takeDamage)
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updateCoins()
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Gamecontroller.destroySignal.connect(destroyItem)
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Gamecontroller.levelChangeSignal.connect(changeScene)
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Gamecontroller.playerTakesDamageSignal.connect(player.playerTakesDamage)
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if ui:
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Gamecontroller.playerTakesDamageSignal.connect(ui.healthUpdate)
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Gamecontroller.countDownSignal.connect(ui.timerUpdate)
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Gamecontroller.coinCountSignal.connect(ui.coinsUpdate)
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Gamecontroller.playerDiesSignal.connect(player.playerDies)
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player.deathAnimationCompleteSignal.connect(Gamecontroller.playerDead)
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#call this any time the coins change
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func updateCoins() -> void:
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@@ -47,6 +55,7 @@ func bulletFactory():
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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mybullet = bullet.instantiate()
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mybullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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owner.add_child(mybullet)
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else:
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#recycle bullet
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+10
-4
@@ -26,12 +26,14 @@ func _process(delta: float) -> void:
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slime_graphic.flip_h = false
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if right_side_cast.is_colliding():
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direction = -1
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slime_graphic.flip_h = true
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if not right_side_cast.get_collider() is Player && not right_side_cast.get_collider() is Slime:
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direction = -1
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slime_graphic.flip_h = true
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if left_side_cast.is_colliding():
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direction = 1
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slime_graphic.flip_h =false
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if not left_side_cast.get_collider() is Player && not left_side_cast.get_collider() is Slime:
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direction = 1
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slime_graphic.flip_h =false
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position.x += direction * speed * delta
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@@ -40,3 +42,7 @@ func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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print("Slime attack")
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playerDamageSignal.emit(body,self)
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func takeDamage(body):
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if body == self:
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slime_graphic.play("hurt")
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