bullet stashing
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2e494502a8
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@ -49,6 +49,8 @@ func crateTotal(howmany):
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func bulletDamage(body, _bullet)->void:
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func bulletDamage(body, _bullet)->void:
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if body.is_in_group("shootable"):
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if body.is_in_group("shootable"):
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destroySignal.emit(body)
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destroySignal.emit(body)
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destroySignal.emit(_bullet)
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func rocketDamage(body, rocket)->void:
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func rocketDamage(body, rocket)->void:
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if body.is_in_group("shootable"):
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if body.is_in_group("shootable"):
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print("Rocket strikes target!")
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print("Rocket strikes target!")
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@ -47,10 +47,26 @@ func updateCrates()->void:
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func pushTarget(body,pushDirection)->void:
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func pushTarget(body,pushDirection)->void:
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if body is RigidBody2D:
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if body is RigidBody2D:
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body.apply_central_impulse(pushDirection)
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body.apply_central_impulse(pushDirection)
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#Stashes bullets off-screen instead of destroying them
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func stash(bullet:Bullet)->void:
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var stashPosition:Vector2 = Vector2(-100,-100)
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bullet.position = stashPosition
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bullet.setSpeed(0)
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bullet.set_process(false)
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func destroy(body)->void:
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func destroy(body)->void:
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if body is Rocket:
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match body:
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var bod when bod is Rocket:
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print("removing rocket")
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print("removing rocket")
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var bod when bod is Crate:
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body.queue_free()
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body.queue_free()
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var bod when bod is Bullet:
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print("stash a bullet")
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stash(body)
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_:
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body.queue_free()
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func teleportTarget(body)->void:
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func teleportTarget(body)->void:
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if body is Crate:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var viewport_size = get_viewport().get_visible_rect().size
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@ -77,6 +93,7 @@ func makeBullet(spawnPosition, speed)->void:
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var myBullet:Bullet = bulletFactory()
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = spawnPosition
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myBullet.transform = spawnPosition
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myBullet.setSpeed(speed)
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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func rocketFactory()->Rocket:
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func rocketFactory()->Rocket:
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var myRocket:Rocket
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var myRocket:Rocket
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