working bullets
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@ -20,4 +20,5 @@ rotation = 3.14794
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scale = Vector2(0.09375, 0.09375)
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scale = Vector2(0.09375, 0.09375)
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texture = ExtResource("2_veygi")
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texture = ExtResource("2_veygi")
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -318,7 +318,6 @@ animations = [{
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[node name="CharacterBody2D" type="CharacterBody2D"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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script = ExtResource("1_5qpif")
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script = ExtResource("1_5qpif")
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metadata/_edit_group_ = true
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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texture_filter = 1
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texture_filter = 1
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@ -340,9 +339,9 @@ target_position = Vector2(-19, 0)
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collide_with_areas = true
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collide_with_areas = true
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[node name="MarkerRight" type="Node2D" parent="."]
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[node name="MarkerRight" type="Node2D" parent="."]
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position = Vector2(12, -5)
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position = Vector2(22, 0)
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[node name="MarkerLeft" type="Node2D" parent="."]
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[node name="MarkerLeft" type="Node2D" parent="."]
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position = Vector2(-15, -5)
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position = Vector2(-21, 0)
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[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
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[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
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@ -15,4 +15,10 @@ func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("I done hit somethin")
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if body is Enemy:
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print("blow away enemy")
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func _on_area_entered(area: Area2D) -> void:
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if area is Enemy:
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print("blow this enemy away")
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hit.emit(self, area)
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@ -28,14 +28,14 @@ var punchTarget:Enemy
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var bullet = preload("res://scenes/bullet.tscn")
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var bullet = preload("res://scenes/bullet.tscn")
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func killPlayer():
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func killPlayer():
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print("kill the player")
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if living:
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if living:
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living = false
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living = false
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#play death animation
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#play death animation
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animPlaying="death"
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animPlaying="death"
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playerSprite.play(animPlaying)
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playerSprite.play(animPlaying)
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func hurtPlayer(currentHealth):
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func hurtPlayer(currentHealth):
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print("current health is : "+str(currentHealth))
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animPlaying="hurt"
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animPlaying="hurt"
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playerSprite.play(animPlaying)
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playerSprite.play(animPlaying)
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@ -112,7 +112,7 @@ func _physics_process(delta: float) -> void:
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pushLeftEnabled = true
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pushLeftEnabled = true
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pushTarget = collider
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pushTarget = collider
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if collider is Enemy:
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if collider is Enemy:
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print("I can punch on left")
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punchTarget = collider
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punchTarget = collider
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punchLeftEnabled = true
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punchLeftEnabled = true
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else:
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else:
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@ -127,7 +127,7 @@ func _physics_process(delta: float) -> void:
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pushRightEnabled = true
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pushRightEnabled = true
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pushTarget = collider
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pushTarget = collider
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if collider is Enemy:
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if collider is Enemy:
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print("I can punch on the right")
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punchTarget = collider
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punchTarget = collider
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punchRightEnabled = true
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punchRightEnabled = true
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else:
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else:
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@ -136,7 +136,7 @@ func _physics_process(delta: float) -> void:
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func _on_animation_finished() -> void:
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func _on_animation_finished() -> void:
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print("animation finished "+animPlaying)
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if animPlaying=="hurt":
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if animPlaying=="hurt":
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animPlaying="idle"
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animPlaying="idle"
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if animPlaying=="death":
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if animPlaying=="death":
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@ -51,6 +51,7 @@ func bulletFactory():
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myBullet = bullet.instantiate()
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myBullet = bullet.instantiate()
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owner.add_child(myBullet)
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owner.add_child(myBullet)
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#or....recycles bullets
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#or....recycles bullets
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myBullet.visible = true
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return myBullet
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return myBullet
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func placeBullet(speed, markerpos):
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func placeBullet(speed, markerpos):
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@ -63,6 +64,17 @@ func placeBullet(speed, markerpos):
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# set the position of the bullet
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# set the position of the bullet
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myBullet.transform = markerpos
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myBullet.transform = markerpos
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# make the bullet visible by adding it
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# make the bullet visible by adding it
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myBullet.hit.connect(bulletHit)
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func bulletHit(bullet, body):
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print("bullet hit a target")
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body.queue_free()
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bullet.setSpeed(0)
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bullet.visible = false
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func spendBullet():
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#place a spent bullet back in the pool
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pass
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func crateFactory():
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func crateFactory():
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var myCrate = crate.instantiate()
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var myCrate = crate.instantiate()
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